diff options
author | jjesswan <jessica_wan@brown.edu> | 2024-04-22 21:56:26 -0400 |
---|---|---|
committer | jjesswan <jessica_wan@brown.edu> | 2024-04-22 21:56:26 -0400 |
commit | a556b45abf18f1bd509daaf63b66b7d55e9fd291 (patch) | |
tree | bc9b8a2d184c12aee236e7f9f276a34b84ca552d /engine-ocean/Graphics/GLWrappers/shader.cpp | |
parent | cd7c76017a12bb548036571c1ff13e551369d06d (diff) |
add engine version
Diffstat (limited to 'engine-ocean/Graphics/GLWrappers/shader.cpp')
-rw-r--r-- | engine-ocean/Graphics/GLWrappers/shader.cpp | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/engine-ocean/Graphics/GLWrappers/shader.cpp b/engine-ocean/Graphics/GLWrappers/shader.cpp new file mode 100644 index 0000000..4ae1aa2 --- /dev/null +++ b/engine-ocean/Graphics/GLWrappers/shader.cpp @@ -0,0 +1,121 @@ +#include "shader.h" + +Shader::Shader(std::vector<GLenum> shaderTypes, std::vector<const char*> filepaths){ + m_handle = ShaderLoader::createShaderProgram(shaderTypes, filepaths); +} + +Shader::~Shader(){ + glDeleteProgram(m_handle); +} + +void Shader::bind(){ + glUseProgram(m_handle); +} + +void Shader::unbind(){ + glUseProgram(0); +} + +GLuint Shader::getHandle(){ + return m_handle; +} + +void Shader::setMaterial(std::shared_ptr<Material> material){ + ColorSource color_source = material->getColorSource(); + switch(color_source){ + case ColorSource::SOLID_COLOR: + glUniform1i(glGetUniformLocation(m_handle, "colorSource"), 0); + glUniform3f(glGetUniformLocation(m_handle, "objColor"), material->getColor().r, material->getColor().g, material->getColor().b); + break; + case ColorSource::TEXTURE_COLOR: + glUniform1i(glGetUniformLocation(m_handle, "colorSource"), 1); + material->getTexture()->bind(); + glUniform1i(glGetUniformLocation(m_handle, "objTexture"), material->getTexture()->getTexUnitUint()); + break; + case ColorSource::PER_VERTEX_COLOR: + glUniform1i(glGetUniformLocation(m_handle, "colorSource"), 2); + break; + } + float shininess = material->getShininess(); + glUniform1f(glGetUniformLocation(m_handle, "shininess"), shininess); +} + +void Shader::setCamera(std::shared_ptr<Camera> camera){ + glUniformMatrix4fv(glGetUniformLocation(m_handle, "view"), 1, GL_FALSE, glm::value_ptr(camera->getView()[0])); + glUniformMatrix4fv(glGetUniformLocation(m_handle, "projection"), 1, GL_FALSE, glm::value_ptr(camera->getProjection()[0])); + glUniform3f(glGetUniformLocation(m_handle, "worldSpace_camPos"), camera->getPos().x, camera->getPos().y, camera->getPos().z); + glUniform3f(glGetUniformLocation(m_handle, "skyColor"), 1.f, 1.f, 1.f); + +} + +void Shader::setModelTransform(std::shared_ptr<ModelTransform> modelTransform){ + glUniformMatrix4fv(glGetUniformLocation(m_handle, "model"), 1, GL_FALSE, glm::value_ptr(modelTransform->getModelMatrix()[0])); +} + +void Shader::setModelTransform(glm::mat4 modelMatrix){ + glUniformMatrix4fv(glGetUniformLocation(m_handle, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); +} + +void Shader::setGlobalCoeffs(glm::vec3 coeffs){ + glUniform3f(glGetUniformLocation(m_handle, "coeffs"), coeffs.x, coeffs.y, coeffs.z); +} + +void Shader::setLights(std::vector<std::shared_ptr<Light>> lights){ + int numLights = std::min(int(lights.size()), 16); + std::vector<int> lightType; + std::vector<float> lightColor; + std::vector<float> lightFunction; + std::vector<float> worldSpace_lightPos; + std::vector<float> worldSpace_lightDir; + lightType.resize(numLights); + lightColor.resize(numLights*3); + lightFunction.resize(numLights*3); + worldSpace_lightPos.resize(numLights*3); + worldSpace_lightDir.resize(numLights*3); + for(int i = 0; i<numLights; i++){ + lightColor[i*3] = lights[i]->getColor().r; + lightColor[i*3+1] = lights[i]->getColor().g; + lightColor[i*3+2] = lights[i]->getColor().b; + glm::vec3 camLightData; + switch(lights[i]->getType()){ + case LightType::POINT: + lightType[i] = 0; + lightFunction[i*3] = lights[i]->getAttenuation().x; + lightFunction[i*3+1] = lights[i]->getAttenuation().y; + lightFunction[i*3+2] = lights[i]->getAttenuation().z; + worldSpace_lightPos[i*3] = lights[i]->getPos().x; + worldSpace_lightPos[i*3+1] = lights[i]->getPos().y; + worldSpace_lightPos[i*3+2] = lights[i]->getPos().z; + break; + case LightType::DIRECTIONAL: + lightType[i] = 1; + worldSpace_lightDir[i*3] = lights[i]->getDir().x; + worldSpace_lightDir[i*3+1] = lights[i]->getDir().y; + worldSpace_lightDir[i*3+2] = lights[i]->getDir().z; + break; + } + } + glUniform1i(glGetUniformLocation(m_handle, "numLights"), numLights); + Debug::checkGLError(); + glUniform1iv(glGetUniformLocation(m_handle, "lightType"), numLights, lightType.data()); + Debug::checkGLError(); + glUniform3fv(glGetUniformLocation(m_handle, "lightColor"), numLights, lightColor.data()); + Debug::checkGLError(); + glUniform3fv(glGetUniformLocation(m_handle, "lightFunction"), numLights, lightFunction.data()); + Debug::checkGLError(); + glUniform3fv(glGetUniformLocation(m_handle, "worldSpace_lightPos"), numLights, worldSpace_lightPos.data()); + Debug::checkGLError(); + std::cout<<worldSpace_lightDir[0]<<std::endl; + glUniform3fv(glGetUniformLocation(m_handle, "worldSpace_lightDir"), numLights, worldSpace_lightDir.data()); + Debug::checkGLError(); +} + +void Shader::clearLights(){ + glUniform1i(glGetUniformLocation(m_handle, "numLights"), 0); +} + +void Shader::setTextUniforms(float screenWidth, float screenHeight, glm::vec3 color){ + glm::mat4 projection = glm::ortho(0.0f, screenWidth, 0.0f, screenHeight); + glUniformMatrix4fv(glGetUniformLocation(m_handle, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); + glUniform3f(glGetUniformLocation(m_handle, "textColor"), color.r, color.g, color.b); +} |