Make it possible ot have different shaders along scene graph
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88376587e5
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@ -17,12 +17,12 @@ uniform bool isTextured;
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uniform bool isNormalMapped;
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uniform bool isNormalMapped;
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uniform bool isInverted;
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uniform bool isInverted;
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// point lights
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// lights
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struct Light {
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struct Light {
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vec3 position;
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vec3 position;
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mat4 MV;
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mat4 MV;
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bool is_spot;
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bool is_spot; // false means point light
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vec3 spot_target; // MV space coordinates
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vec3 spot_target; // MV space coordinates for spots
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};
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};
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//named
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//named
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@ -48,7 +48,10 @@ double ballRadius = 3.0f;
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// These are heap allocated, because they should not be initialised at the start of the program
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// These are heap allocated, because they should not be initialised at the start of the program
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sf::Sound* sound;
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sf::Sound* sound;
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sf::SoundBuffer* buffer;
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sf::SoundBuffer* buffer;
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Gloom::Shader* shader;
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Gloom::Shader* default_shader;
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Gloom::Shader* test_shader;
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Gloom::Shader* plain_shader;
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Gloom::Shader* post_shader;
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const vec3 boxDimensions(180, 90, 50);
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const vec3 boxDimensions(180, 90, 50);
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const vec3 padDimensions(30, 3, 40);
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const vec3 padDimensions(30, 3, 40);
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@ -109,9 +112,9 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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glfwSetCursorPosCallback(window, mouseCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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shader = new Gloom::Shader();
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// load shaders
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shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
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default_shader = new Gloom::Shader();
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shader->activate();
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default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
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Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, true);
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Mesh box = generateBox(boxDimensions.x, boxDimensions.y, boxDimensions.z, true);
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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@ -391,39 +394,66 @@ void updateFrame(GLFWwindow* window) {
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void renderNode(SceneNode* node) {
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void renderNode(SceneNode* node) {
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struct Light { // lights as stored in the shader
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glm::vec3 position;
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glm::mat4 MV;
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bool is_spot;
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glm::vec3 spot_target; // MV space coordinates
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void push_to_shader(Gloom::Shader* shader, uint id) {
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#define l(x) shader->location("light[" + std::to_string(id) + "]." + #x)
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glUniformMatrix4fv(l(MV) , 1, GL_FALSE, glm::value_ptr(MV));
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glUniform3fv (l(position) , 1, glm::value_ptr(position));
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glUniform3fv (l(spot_target), 1, glm::value_ptr(spot_target));
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glUniform1i (l(is_spot) , is_spot);
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#undef l
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}
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};
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static Light lights[3];
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static Gloom::Shader* s = nullptr; // The currently active shader
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// activate the correct shader
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Gloom::Shader* node_shader = (node->shader != nullptr)
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? node->shader
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: default_shader;
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if (s != node_shader) {
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s = node_shader;
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s->activate();
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uint i = 0; for (Light l : lights) l.push_to_shader(s, i++);
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}
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// load uniforms
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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glUniformMatrix4fv(s->location("MVP") , 1, GL_FALSE, glm::value_ptr(node->MVP));
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MV") , 1, GL_FALSE, glm::value_ptr(node->MV));
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glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
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glUniformMatrix4fv(s->location("MVnormal"), 1, GL_FALSE, glm::value_ptr(node->MVnormal));
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glUniform1ui(shader->location("isNormalMapped"), false);
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glUniform1ui(s->location("isNormalMapped"), false);
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glUniform1ui(shader->location("isTextured"), false);
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glUniform1ui(s->location("isTextured"), false);
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switch(node->nodeType) {
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switch(node->nodeType) {
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case NORMAL_TEXTURED_GEOMETRY:
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case NORMAL_TEXTURED_GEOMETRY:
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glUniform1ui(shader->location("isNormalMapped"), true);
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glUniform1ui(s->location("isNormalMapped"), true);
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glBindTextureUnit(1, node->normalTextureID);
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glBindTextureUnit(1, node->normalTextureID);
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[[fallthrough]];
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[[fallthrough]];
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case TEXTURED_GEOMETRY:
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case TEXTURED_GEOMETRY:
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glUniform1ui(shader->location("isTextured"), true);
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glUniform1ui(s->location("isTextured"), true);
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glBindTextureUnit(0, node->diffuseTextureID);
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glBindTextureUnit(0, node->diffuseTextureID);
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[[fallthrough]];
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[[fallthrough]];
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case GEOMETRY:
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case GEOMETRY:
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if(node->vertexArrayObjectID != -1) {
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if(node->vertexArrayObjectID != -1) {
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glUniform1ui(shader->location("isIlluminated"), node->isIlluminated);
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glUniform1ui(s->location("isIlluminated"), node->isIlluminated);
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glUniform1ui(shader->location("isInverted"), node->isInverted);
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glUniform1ui(s->location("isInverted"), node->isInverted);
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glBindVertexArray(node->vertexArrayObjectID);
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glBindVertexArray(node->vertexArrayObjectID);
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glDrawElements(GL_TRIANGLES, node->VAOIndexCount, GL_UNSIGNED_INT, nullptr);
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glDrawElements(GL_TRIANGLES, node->VAOIndexCount, GL_UNSIGNED_INT, nullptr);
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}
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}
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break;
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break;
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case SPOT_LIGHT:
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case SPOT_LIGHT:
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case POINT_LIGHT: {
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case POINT_LIGHT: {
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std::string pre = "light[" + std::to_string(node->lightID) + "]";
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uint id = node->lightID;
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lights[id].position = node->position;
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glUniform3fv(shader->location(pre+".position"), 1, glm::value_ptr(node->position));
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lights[id].MV = node->MV;
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glUniformMatrix4fv(shader->location(pre+".MV"), 1, GL_FALSE, glm::value_ptr(node->currentTransformationMatrixMV));
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lights[id].is_spot = node->nodeType == SPOT_LIGHT;
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lights[id].spot_target = node->rotation;
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glUniform1i(shader->location(pre+".is_spot"), node->nodeType == SPOT_LIGHT);
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lights[id].push_to_shader(s, id);
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glUniform3fv(shader->location(pre+".spot_target"), 1, glm::value_ptr(node->rotation));
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break;
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break;
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}
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}
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case HUD:
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case HUD:
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@ -44,6 +44,9 @@ struct SceneNode {
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glm::vec3 rotation;
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glm::vec3 rotation;
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glm::vec3 scale;
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glm::vec3 scale;
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// set this if the shape uses a custom shader other than the default one
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Gloom::Shader* shader = nullptr;
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// A transformation matrix representing the transformation of the node's location relative to its parent. This matrix is updated every frame.
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// A transformation matrix representing the transformation of the node's location relative to its parent. This matrix is updated every frame.
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glm::mat4 MVP; // MVP
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glm::mat4 MVP; // MVP
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glm::mat4 MV; // MV
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glm::mat4 MV; // MV
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