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Shadermanager.cpp
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178 lines (156 loc) · 6.57 KB
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#include "Shadermanager.h"
#include "TextureManager.h"
CShaderManager *CShaderManager::m_ShaderManager = 0;
CShaderManager::CShaderManager(void)
{
m_ShadersName = MapNames();
//m_ShadersName[LIGHTSHADER] = "Shaders/phong";
m_ShadersName[TEXTURE] = "Shaders/mask";
m_ShadersName[SIMPLE] = "Shaders/texture";
m_ShadersName[ONETEXTURE] = "Shaders/onetexture";
//selShader init.
m_SelShader = NOSHADER;
}
CShaderManager::~CShaderManager(void)
{
}
CShaderManager* CShaderManager::GetInstance()
{
if(m_ShaderManager == 0)
m_ShaderManager = new CShaderManager;
return m_ShaderManager;
}
void CShaderManager::CleanUp()
{
for(ProgramMap::iterator it = m_ProgramShaders.begin(); it != m_ProgramShaders.end(); ++it)
{
it->second->removeAllShaders();
delete m_ProgramShaders[it->first];
}
m_ProgramShaders.clear();
m_ShadersName.clear();
if(m_ShaderManager != NULL)
delete m_ShaderManager;
}
bool CShaderManager::setShader(sType type)
{
m_SelShader = type;
return true;
}
void CShaderManager::UseActiveShader(ModelInfo mi)
{
//m_ShaderP->link();
if(mi.type == WALL || mi.type == FLOOR)
{
if(m_SelShader != ONETEXTURE)
setShader(ONETEXTURE);
}
if(mi.type == OBJECT)
{
if(m_SelShader != TEXTURE)
setShader(TEXTURE);
}
QGLShaderProgram *m_ShaderP = m_ProgramShaders[m_SelShader];
bool r;
r = m_ShaderP->bind();
if(!r)
qDebug() << "Error" << m_ShaderP->log();
glEnable(GL_TEXTURE_2D);
switch(m_SelShader)
{
case SIMPLE:
case LIGHTSHADER:
glActiveTexture(GL_TEXTURE0);
CTextureManager::GetInstance()->Bind(PATHTEXTURES + mi.textureName.ObjectName + PNG);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("base"), 0);
glActiveTexture(GL_TEXTURE1);
CTextureManager::GetInstance()->Bind(PATHTEXTURES + mi.textureName.ObjectName + OVER);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("over"), 1);
break;
case ONETEXTURE:
glActiveTexture(GL_TEXTURE0);
CTextureManager::GetInstance()->Bind(mi.textureName.material.M1);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("base"), 0);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("m1color"), mi.textureName.color.c1.x, mi.textureName.color.c1.y, mi.textureName.color.c1.z, 0);
break;
case TEXTURE:
int r,g,b,a;
r = g = b = a = 0;
if(mi.textureName.material.M1.compare("")) r=1;
if(mi.textureName.material.M2.compare("")) g=1;
if(mi.textureName.material.M3.compare("")) b=1;
if(mi.textureName.material.M4.compare("")) a=1;
glActiveTexture(GL_TEXTURE0);
CTextureManager::GetInstance()->Bind(PATHTEXTURES + mi.textureName.ObjectName + PNG);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("base"), 0);
glActiveTexture(GL_TEXTURE1);
CTextureManager::GetInstance()->Bind(PATHTEXTURES + mi.textureName.ObjectName + OVER);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("over"), 1);
glActiveTexture(GL_TEXTURE2);
CTextureManager::GetInstance()->Bind(mi.textureName.material.M1);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("m1"), 2);
glActiveTexture(GL_TEXTURE3);
CTextureManager::GetInstance()->Bind(mi.textureName.material.M2);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("m2"), 3);
glActiveTexture(GL_TEXTURE4);
CTextureManager::GetInstance()->Bind(mi.textureName.material.M3);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("m3"), 4);
glActiveTexture(GL_TEXTURE5);
CTextureManager::GetInstance()->Bind(mi.textureName.material.M4);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("m4"), 5);
glActiveTexture(GL_TEXTURE6);
bool alpha = CTextureManager::GetInstance()->Bind(PATHTEXTURES + mi.textureName.ObjectName + MASK);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("mask"), 6);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("alpha"), alpha);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("maskN"), r, g, b, a);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("c1"), mi.textureName.color.c1.x, mi.textureName.color.c1.y, mi.textureName.color.c1.z, 0);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("c2"), mi.textureName.color.c2.x, mi.textureName.color.c2.y, mi.textureName.color.c2.z, 0);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("c3"), mi.textureName.color.c3.x, mi.textureName.color.c3.y, mi.textureName.color.c3.z, 0);
m_ShaderP->setUniformValue(m_ShaderP->uniformLocation("c4"), mi.textureName.color.c4.x, mi.textureName.color.c4.y, mi.textureName.color.c4.z, 0);
break;
}
}
void CShaderManager::ReleaseActiveShader()
{
glDisable(GL_TEXTURE_2D);
m_ProgramShaders[m_SelShader]->release();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, 0);
}
void CShaderManager::initShaders(const QGLContext* sc, sType type)
{
m_ShaderC = sc;
m_SelShader = type;
m_ProgramShaders[SIMPLE] = new QGLShaderProgram(m_ShaderC);
m_ProgramShaders[TEXTURE] = new QGLShaderProgram(m_ShaderC);
m_ProgramShaders[ONETEXTURE] = new QGLShaderProgram(m_ShaderC);
bool r;
// Create Shaders and compile it for best performance.
for (MapNames::iterator it = m_ShadersName.begin(); it != m_ShadersName.end(); ++it)
{
QGLShader *Fshader = new QGLShader(QGLShader::Fragment, m_ShaderC);
r = Fshader->compileSourceFile(QString(it->second.c_str()) + ".frag");
if(!r)
qDebug() << "Fragment: " << Fshader->log();
QGLShader *Vshader = new QGLShader(QGLShader::Vertex, m_ShaderC);
r = Vshader->compileSourceFile(QString(it->second.c_str()) + ".vert");
if(!r)
qDebug() << "Vertex: " << Vshader->log();
// Add the shaders to the program
m_ProgramShaders[it->first]->addShader(Vshader);
m_ProgramShaders[it->first]->addShader(Fshader);
m_ProgramShaders[it->first]->link();
}
}