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123
src/td/render/shader/EntityShader.cpp
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123
src/td/render/shader/EntityShader.cpp
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#include <td/render/shader/EntityShader.h>
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namespace td {
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namespace shader {
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// TODO: update ES shaders
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#ifdef __ANDROID__
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static const char vertexSource[] =
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R"(#version 300 es
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precision mediump float;
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layout(location = 0) in vec3 position;
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layout(location = 1) in int color;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 modelPosition;
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flat out int pass_color;
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void main(void){
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pass_color = color;
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gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
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}
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)";
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static const char fragmentSource[] =
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R"(#version 300 es
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precision mediump float;
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flat in int pass_color;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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void main(void){
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float r = float(pass_color >> 24 & 0xFF) / 255.0;
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float g = float(pass_color >> 16 & 0xFF) / 255.0;
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float b = float(pass_color >> 8 & 0xFF) / 255.0;
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float a = float(pass_color & 0xFF) / 255.0;
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vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
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out_color = vec4(intermediate_color, a);
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}
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)";
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#else
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static const char vertexSource[] = R"(
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#version 330
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 textureCoords;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec3 modelPosition;
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out vec2 pass_textureCoords;
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void main(void){
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pass_textureCoords = textureCoords;
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gl_Position = projectionMatrix * viewMatrix * vec4(position + modelPosition, 1.0);
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}
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)";
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static const char fragmentSource[] = R"(
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#version 330
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in vec2 pass_textureCoords;
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out vec4 out_color;
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uniform vec3 ColorEffect;
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uniform sampler2D textureSampler;
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void main(void){
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vec4 color = vec4(ColorEffect, 1.0) * texture(textureSampler, pass_textureCoords);
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if (color.a <= 0.1)
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discard;
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out_color = color;
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}
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)";
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#endif
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EntityShader::EntityShader() : ShaderProgram() {}
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void EntityShader::LoadShader() {
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ShaderProgram::LoadProgram(vertexSource, fragmentSource);
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}
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void EntityShader::GetAllUniformLocation() {
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m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
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m_LocationViewMatrix = static_cast<unsigned int>(GetUniformLocation("viewMatrix"));
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m_LocationPosition = static_cast<unsigned int>(GetUniformLocation("modelPosition"));
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m_LocationProjectionMatrix = static_cast<unsigned int>(GetUniformLocation("projectionMatrix"));
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}
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void EntityShader::SetColorEffect(const Vec3f& color) {
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LoadVector(m_LocationColorEffect, color);
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}
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void EntityShader::SetProjectionMatrix(const Mat4f& proj) const {
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LoadMat4(m_LocationProjectionMatrix, proj);
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}
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void EntityShader::SetViewMatrix(const Mat4f& view) const {
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LoadMat4(m_LocationViewMatrix, view);
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}
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void EntityShader::SetModelPos(const Vec3f& pos) const {
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LoadVector(m_LocationPosition, pos);
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}
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} // namespace shader
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} // namespace td
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