GIGA REFACTOR
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@@ -2,17 +2,29 @@
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#include "ShaderProgram.h"
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namespace td {
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namespace shader {
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class EntityShader : public ShaderProgram {
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private:
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unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_translation = 0, location_viewtype = 0;
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unsigned int m_LocationCam = 0;
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unsigned int m_LocationZoom = 0;
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unsigned int m_LocationAspectRatio = 0;
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unsigned int m_LocationTranslation = 0;
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unsigned int m_LocationViewtype = 0;
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protected:
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void getAllUniformLocation();
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virtual void GetAllUniformLocation();
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public:
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EntityShader();
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void loadShader();
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void setCamPos(const glm::vec2& camPos);
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void setZoom(float zoom);
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void setAspectRatio(float aspectRatio);
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void setModelPos(const glm::vec2& modelPos);
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void setIsometricView(float isometric);
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void LoadShader();
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void SetCamPos(const glm::vec2& camPos);
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void SetZoom(float zoom);
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void SetAspectRatio(float aspectRatio);
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void SetModelPos(const glm::vec2& modelPos);
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void SetIsometricView(float isometric);
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};
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} // namespace shader
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} // namespace td
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@@ -1,46 +1,44 @@
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/*
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* ShaderProgram.h
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*
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* Created on: 31 janv. 2020
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* Author: simon
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*/
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#ifndef RENDER_SHADERS_SHADERPROGRAM_H_
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#define RENDER_SHADERS_SHADERPROGRAM_H_
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#pragma once
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#include <string>
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#include <glm/glm.hpp>
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#include "render/GL.h"
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namespace td {
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namespace shader {
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class ShaderProgram {
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public:
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ShaderProgram();
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virtual ~ShaderProgram();
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void start() const;
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void stop() const;
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void loadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void loadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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void Start() const;
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void Stop() const;
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void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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protected:
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virtual void getAllUniformLocation() = 0;
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int getUniformLocation(const std::string& uniformName) const;
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virtual void GetAllUniformLocation() = 0;
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int GetUniformLocation(const std::string& uniformName) const;
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void loadFloat(unsigned int location, float value) const;
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void loadInt(unsigned int location, int value) const;
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void loadVector(unsigned int location, const glm::vec2& vector) const;
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void loadVector(unsigned int location, const glm::vec3& vector) const;
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void loadVector(unsigned int location, const glm::vec4& vector) const;
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void loadBoolean(unsigned int location, bool value) const;
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void loadMatrix(unsigned int location, const glm::mat4& matrix) const;
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void cleanUp() const;
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void LoadFloat(unsigned int location, float value) const;
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void LoadInt(unsigned int location, int value) const;
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void LoadVector(unsigned int location, const glm::vec2& vector) const;
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void LoadVector(unsigned int location, const glm::vec3& vector) const;
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void LoadVector(unsigned int location, const glm::vec4& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMatrix(unsigned int location, const glm::mat4& matrix) const;
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void CleanUp() const;
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private:
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unsigned int m_ProgramID;
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unsigned int m_VertexShaderID;
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unsigned int m_FragmentShaderID;
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unsigned int loadShaderFromFile(const std::string& file, GLenum type);
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unsigned int loadShader(const std::string& source, GLenum type);
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unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
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unsigned int LoadShader(const std::string& source, GLenum type);
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};
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#endif /* RENDER_SHADERS_SHADERPROGRAM_H_ */
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} // namespace shader
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} // namespace td
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@@ -1,27 +1,23 @@
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/*
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* GameShader.h
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#ifndef RENDER_SHADERS_GAMESHADER_H_
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#define RENDER_SHADERS_GAMESHADER_H_
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#pragma once
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#include "ShaderProgram.h"
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namespace td {
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namespace shader {
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class WorldShader : public ShaderProgram {
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private:
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unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_viewtype = 0;
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unsigned int m_LocationCam = 0, m_LocationZoom = 0, m_LocationAspectRatio = 0, m_LocationViewtype = 0;
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protected:
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void getAllUniformLocation();
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void GetAllUniformLocation();
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public:
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WorldShader();
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void loadShader();
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void setCamPos(const glm::vec2& camPos);
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void setZoom(float zoom);
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void setAspectRatio(float aspectRatio);
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void setIsometricView(float isometric);
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void LoadShader();
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void SetCamPos(const glm::vec2& camPos);
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void SetZoom(float zoom);
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void SetAspectRatio(float aspectRatio);
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void SetIsometricView(float isometric);
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};
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#endif /* RENDER_SHADERS_GAMESHADER_H_ */
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} // namespace shader
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} // namespace td
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