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Copy pathObjectsShaders.cpp
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205 lines (164 loc) · 7.43 KB
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#include "ObjectsShaders.h"
#include <glm/gtc/matrix_transform.hpp>
using namespace glm;
ObjectsShaders::ObjectsShaders(std::vector<std::string> textureFile, int textureResolution, float waterHeight, glm::vec4 sunDirection, int tileFactor, int terrainResolution) :
mWaterHeight(waterHeight),
mSunDirection(sunDirection),
mTileFactor(tileFactor),
mTerrainResolution(terrainResolution)
{
mTextureID1 = generateTexture(textureResolution, textureFile[0].c_str());
mTextureID2 = generateTexture(textureResolution, textureFile[1].c_str());
for (int i = 1; i < textureFile.size(); i++)
mFrameTexture.push_back(generateTexture(textureResolution, textureFile[i].c_str()));
}
ObjectsShaders::ObjectsShaders(std::vector<std::string> textureFile, int textureResolution, int numberOfRows, float waterHeight, glm::vec4 sunDirection, int tileFactor, int terrainResolution) :
mNumberOfRows(numberOfRows),
mWaterHeight(waterHeight),
mSunDirection(sunDirection),
mTileFactor(tileFactor),
mTerrainResolution(terrainResolution)
{
mTextureID1 = generateTexture(textureResolution, textureFile[0].c_str());
mTextureID2 = generateTexture(textureResolution, textureFile[1].c_str());
for (int i = 2; i < textureFile.size(); i++)
mFrameTexture.push_back(generateTexture(textureResolution, textureFile[i].c_str()));
}
void ObjectsShaders::locateUniforms()
{
glUseProgram(mShaderProgram);
mModelLocation = glGetUniformLocation(mShaderProgram, "model");
if (mModelLocation == -1)
printf("[ObjectsShaders] Model location not found\n");
mViewLocation = glGetUniformLocation(mShaderProgram, "view");
if (mViewLocation == -1)
printf("[ObjectsShaders] View location not found\n");
mProjectionLocation = glGetUniformLocation(mShaderProgram, "projection");
if (mProjectionLocation == -1)
printf("[ObjectsShaders] Projection location not found\n");
mTextureSampler1Location = glGetUniformLocation(mShaderProgram, "objectTexture");
if (mTextureSampler1Location == -1)
printf("[ObjectsShaders] Texture Sampler 1 location not found\n");
glUniform1i(mTextureSampler1Location, 0);
mTextureSampler2Location = glGetUniformLocation(mShaderProgram, "normalTexture");
if (mTextureSampler2Location == -1)
printf("[ObjectsShaders] Texture Sampler 2 location not found\n");
glUniform1i(mTextureSampler2Location, 1);
mClipplaneLocation = glGetUniformLocation(mShaderProgram, "clipPlane");
if (mClipplaneLocation == -1)
printf("[ObjectsShaders] Clipplane location not found\n");
mIndexLocation = glGetUniformLocation(mShaderProgram, "index");
if (mIndexLocation == -1)
printf("[ObjectsShaders] Index location not found\n");
mTimeModuloLocation = glGetUniformLocation(mShaderProgram, "timeModulo");
if (mTimeModuloLocation == -1)
printf("[ObjectShaders] Time modulo location not found\n");
mNumberOfRowsLocation = glGetUniformLocation(mShaderProgram, "numberOfRows");
if (mNumberOfRowsLocation == -1)
printf("[ObjectsShaders] NumberOfRows location not found\n");
glUniform1i(mNumberOfRowsLocation, mNumberOfRows);
mCameraPosLocation = glGetUniformLocation(mShaderProgram, "camPos");
if (mCameraPosLocation == -1)
printf("[ObjectsShaders] CameraLocation location not found\n");
mWaterHeightLocation = glGetUniformLocation(mShaderProgram, "waterHeight");
if (mWaterHeightLocation == -1)
printf("[ObjectsShaders] waterheight location not found\n");
glUniform1f(mWaterHeightLocation, mWaterHeight);
mWorldSunDirectionLocation = glGetUniformLocation(mShaderProgram, "worldSunDirection");
if (mWorldSunDirectionLocation == -1)
printf("[ObjectsShaders] WorldSunDirection location not found\n");
glUniform3fv(mWorldSunDirectionLocation, 1, &mSunDirection[0]);
mTileFactorLocation = glGetUniformLocation(mShaderProgram, "tileFactor");
if (mTileFactorLocation == -1)
printf("[ObjectsShaders] tilefactor location not found\n");
glUniform1i(mTileFactorLocation, mTileFactor);
mTerrainResolutionLocation = glGetUniformLocation(mShaderProgram, "terrainResolution");
if (mTerrainResolutionLocation == -1)
printf("[ObjectsShaders] terrainresolution location not found\n");
glUniform1i(mTerrainResolutionLocation, mTerrainResolution);
}
void ObjectsShaders::activate()
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureID1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTextureID2);
for (int i = 0; i < mFrameTexture.size(); i++)
{
std::string currentSampler = "causticTexture" + std::to_string(i + 1);
GLint currentLocation = glGetUniformLocation(mShaderProgram, currentSampler.c_str());
if (currentLocation < 0)
printf("Location for \i not found", (i + 1));
glUniform1i(currentLocation, (i + 2));
glActiveTexture(GL_TEXTURE0 + (i + 2));
glBindTexture(GL_TEXTURE_2D, mFrameTexture[i]);
}
SimpleShaders::activate();
}
void ObjectsShaders::setModelMatrix(const mat4& transformMatrix)
{
if (mModelLocation < 0)
printf("[ObjectsShaders] uniform location for 'model' not known\n");
glUseProgram(mShaderProgram);
glUniformMatrix4fv(mModelLocation, 1, GL_FALSE, &transformMatrix[0][0]);
}
// View Matrix
void ObjectsShaders::setViewMatrix(const glm::mat4& viewMatrix)
{
if (mViewLocation < 0)
printf("[ObjectsShaders] uniform location for 'view' not known\n");
glUseProgram(mShaderProgram);
glUniformMatrix4fv(mViewLocation, 1, GL_FALSE, &viewMatrix[0][0]);
}
// Projection Matrix
void ObjectsShaders::setProjectionMatrix(const glm::mat4& projMatrix)
{
if (mProjectionLocation < 0)
printf("[ObjectsShaders] uniform location for 'projection' not known\n");
glUseProgram(mShaderProgram);
glUniformMatrix4fv(mProjectionLocation, 1, GL_FALSE, &projMatrix[0][0]);
}
void ObjectsShaders::setClipPlane(const vec4& clipPlane)
{
if (mClipplaneLocation < 0)
printf("[ObjectsShaders] uniform location for 'clipplane' not found\n");
glUseProgram(mShaderProgram);
glUniform4fv(mClipplaneLocation, 1, &clipPlane[0]);
}
void ObjectsShaders::setIndex(const int index)
{
if (mIndexLocation < 0)
printf("[ObjectsShaders] uniform location for 'index' not found\n");
glUseProgram(mShaderProgram);
glUniform1i(mIndexLocation, index);
}
void ObjectsShaders::setTime(const float timeMS)
{
if (mTimeModuloLocation < 0)
printf("[ObjectShaders] uniform location for 'timeModulo' not found\n");
glUseProgram(mShaderProgram);
glUniform1i(mTimeModuloLocation, (int(timeMS) % 16));
}
void ObjectsShaders::setCameraPos(const vec3& cameraPos)
{
if (mCameraPosLocation < 0)
printf("[ObjectShaders] uniform location for 'cameraPosition' not found\n");
glUseProgram(mShaderProgram);
glUniform3fv(mCameraPosLocation, 1, &cameraPos[0]);
}
// Load texture set all parameters
GLuint ObjectsShaders::generateTexture(int imageResolution, const char* path)
{
GLuint mId = 0;
unsigned char* texture_data = SOIL_load_image(path, &imageResolution, &imageResolution, 0, SOIL_LOAD_RGBA);
glGenTextures(1, &mId);
glBindTexture(GL_TEXTURE_2D, mId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageResolution, imageResolution, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
glGenerateMipmap(GL_TEXTURE_2D);
return mId;
}