88 lines
2.0 KiB
C++
88 lines
2.0 KiB
C++
#include "static_shader.h"
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#include "../toolbox/toolbox.h"
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namespace shaders
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{
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static std::string vertex_shader = R"(
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#version 400 core
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// The VertexShader is run for each vertex on the screen.
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// Position of the vertex
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in vec3 position;
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// Coordinates of the texture
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in vec2 texture_coords;
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// Equal to the texture_coords
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out vec2 pass_texture_coords;
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uniform mat4 model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 view_matrix;
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void main(void)
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{
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// Tell OpenGL where to render the vertex
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gl_Position = projection_matrix * view_matrix * model_matrix * vec4(position, 1.0);
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// Pass the texture_coords directly to the fragment shader
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pass_texture_coords = texture_coords;
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}
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)";
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static std::string fragment_shader = R"(
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#version 400 core
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// The FragmentShader is run for each pixel in a face on the screen.
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// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
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in vec2 pass_texture_coords;
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// Final color of the pixel
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out vec4 out_color;
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// The texture of the model
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uniform sampler2D texture_sampler;
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void main(void)
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{
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out_color = texture(texture_sampler, pass_texture_coords);
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}
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)";
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StaticShader::StaticShader(): ShaderProgram(vertex_shader, fragment_shader)
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{
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}
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void StaticShader::LoadModelMatrix(const glm::mat4& matrix) const
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{
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LoadMatrix(location_model_matrix, matrix);
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}
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void StaticShader::LoadProjectionMatrix(const glm::mat4& projection) const
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{
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LoadMatrix(location_projection_matrix, projection);
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}
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void StaticShader::LoadViewMatrix(entities::Camera& camera) const
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{
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const glm::mat4 view_matrix = toolbox::CreateViewMatrix(camera);
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LoadMatrix(location_view_matrix, view_matrix);
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}
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void StaticShader::SetAttributes() const
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{
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SetAttribute(0, "position");
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SetAttribute(1, "texture_coords");
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}
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void StaticShader::GetAllUniformLocations()
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{
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location_model_matrix = GetUniformLocation("model_matrix");
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location_projection_matrix = GetUniformLocation("projection_matrix");
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location_view_matrix = GetUniformLocation("view_matrix");
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}
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}
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