80 lines
2.0 KiB
C++
80 lines
2.0 KiB
C++
#pragma once
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#include <glm/gtc/matrix_transform.hpp>
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#include <vector>
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#include "shader_program.h"
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#include "../entities/camera.h"
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#include "../entities/light.h"
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/*
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This class handles the shaders for the entities.
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*/
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namespace shaders
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{
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class EntityShader : public ShaderProgram
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{
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private:
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const static int MAX_LIGHTS = 4;
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GLuint location_model_matrix;
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GLuint location_projection_matrix;
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GLuint location_view_matrix;
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GLuint location_light_position[MAX_LIGHTS];
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GLuint location_light_color[MAX_LIGHTS];
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GLuint location_light_attenuation[MAX_LIGHTS];
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GLuint location_shine_damper;
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GLuint location_reflectivity;
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GLuint location_sky_color;
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public:
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EntityShader();
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/*
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* @brief: A method to load the model matrix into the shader
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*
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* @param matrix: The model matrix
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*/
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void LoadModelMatrix(const glm::mat4& matrix) const;
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/*
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* @brief: A method to load the projection matrix into the shader
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*
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* @param projection: The projection matrix
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*/
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void LoadProjectionMatrix(const glm::mat4& projection) const;
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/*
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* @brief: A method to load the view matrix (camera) into the shader
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*
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* @param camera: The camera which the scene needs to be rendered from
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*/
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void LoadViewMatrix(entities::Camera& camera) const;
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/*
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* @brief: A method to load some lights into the shader
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*
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* @param lights: The lights
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*/
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void LoadLights(std::vector<entities::Light>& lights) const;
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/*
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* @brief: A method to load the the shine variables from a model into the shader
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*
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* @param shine_damper: The dampening of the angle from when to render reflectivity on the vertex
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* @param reflectivity: The amount the model reflects
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*/
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void LoadShineVariables(float shine_damper, float reflectivity) const;
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/*
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* @brief: A method to load the sky color into the shader. This color will be used for the fog
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*
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* @param sky_color: The color of the sky
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*/
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void LoadSkyColor(glm::vec3 sky_color) const;
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protected:
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void SetAttributes() const override;
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void GetAllUniformLocations() override;
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};
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} |