Shader.cpp 5.8 KB

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  1. #include "Shader.h"
  2. #include "Utils.h"
  3. #include <cmath>
  4. #include "Wrapper.h"
  5. Shader::Shader()
  6. {
  7. unifProjMatrix = Engine::getUniformLocation("projMatrix");
  8. unifViewMatrix = Engine::getUniformLocation("viewMatrix");
  9. unifModelMatrix = Engine::getUniformLocation("modelMatrix");
  10. unifUseTexture = Engine::getUniformLocation("useTexture");
  11. unifUseColor = Engine::getUniformLocation("useColor");
  12. unifUseMixColor = Engine::getUniformLocation("useMixColor");
  13. unifMixColorLoc = Engine::getUniformLocation("mixColor");
  14. }
  15. Shader::Shader(const Shader& orig)
  16. {
  17. }
  18. Shader::~Shader()
  19. {
  20. }
  21. void Shader::set3DMode(float lag)
  22. {
  23. float q = 1.0f / tanf((0.5f * fovY) * M_PI / 180.0f);
  24. proj.set(0, 0, (q * Engine::getHeight()) / Engine::getWidth());
  25. proj.set(1, 1, q);
  26. proj.set(2, 2, (nearClip + farClip) / (nearClip - farClip));
  27. proj.set(3, 2, -1.0f);
  28. proj.set(2, 3, (2.0f * nearClip * farClip) / (nearClip - farClip));
  29. proj.set(3, 3, 0);
  30. Engine::setMatrix(unifProjMatrix, proj.getValues());
  31. // -------------------------------------------------------------------------
  32. // calculate vectors for the view matrix
  33. // -------------------------------------------------------------------------
  34. // front
  35. front.setAngles(interpolate(lag, oldLengthAngle, lengthAngle), interpolate(lag, oldWidthAngle, widthAngle));
  36. // back
  37. back.setInverse(front);
  38. // right
  39. right.set(front);
  40. right.cross(0.0f, 1.0f, 0.0f);
  41. right.normalize();
  42. // left
  43. left.setInverse(right);
  44. // up
  45. up.set(front);
  46. up.cross(left);
  47. up.normalize();
  48. Vector3D interCamera = oldCamera;
  49. interCamera.addMul(camera, lag);
  50. interCamera.addMul(oldCamera, -lag);
  51. view.set(0, 0, right.getX());
  52. view.set(0, 1, right.getY());
  53. view.set(0, 2, right.getZ());
  54. view.set(0, 3, right.dotInverse(interCamera));
  55. view.set(1, 0, up.getX());
  56. view.set(1, 1, up.getY());
  57. view.set(1, 2, up.getZ());
  58. view.set(1, 3, up.dotInverse(interCamera));
  59. view.set(2, 0, back.getX());
  60. view.set(2, 1, back.getY());
  61. view.set(2, 2, back.getZ());
  62. view.set(2, 3, back.dotInverse(interCamera));
  63. view.set(3, 0, 0.0f);
  64. view.set(3, 1, 0.0f);
  65. view.set(3, 0, 0.0f);
  66. view.set(3, 3, 1.0f);
  67. // -------------------------------------------------------------------------
  68. // calculate vectors for movement
  69. // -------------------------------------------------------------------------
  70. // front
  71. front.setY(0.0f);
  72. front.normalize();
  73. // back
  74. back.setInverse(front);
  75. // right
  76. right.set(front);
  77. right.cross(0.0f, 1.0f, 0.0f);
  78. right.normalize();
  79. // left
  80. left.setInverse(right);
  81. // up
  82. up.set(0.0f, 1.0f, 0.0f);
  83. // down
  84. down.setInverse(up);
  85. Engine::setMatrix(unifViewMatrix, view.getValues());
  86. }
  87. void Shader::set2DMode()
  88. {
  89. proj.setToIdentity();
  90. Engine::setMatrix(unifProjMatrix, proj.getValues());
  91. int scale = Engine::getScale();
  92. view.set(0, 0, (2.0f * scale) / Engine::getWidth());
  93. view.set(1, 1, (-2.0f * scale) / Engine::getHeight());
  94. view.set(2, 2, (-1.0f * scale) / Engine::getHeight());
  95. view.set(0, 3, -1.0f);
  96. view.set(1, 3, 1.0f);
  97. view.set(2, 3, 0.5f);
  98. view.set(3, 3, 1.0f);
  99. Engine::setMatrix(unifViewMatrix, view.getValues());
  100. }
  101. void Shader::storeCamera()
  102. {
  103. oldCamera.set(camera);
  104. oldLengthAngle = lengthAngle;
  105. oldWidthAngle = widthAngle;
  106. }
  107. void Shader::setCamera(float x, float y, float z, float length, float width)
  108. {
  109. camera.set(x, y, z);
  110. lengthAngle = length;
  111. widthAngle = width;
  112. }
  113. const Vector3D& Shader::getFront() const
  114. {
  115. return front;
  116. }
  117. const Vector3D& Shader::getBack() const
  118. {
  119. return back;
  120. }
  121. const Vector3D& Shader::getRight() const
  122. {
  123. return right;
  124. }
  125. const Vector3D& Shader::getLeft() const
  126. {
  127. return left;
  128. }
  129. const Vector3D& Shader::getUp() const
  130. {
  131. return up;
  132. }
  133. const Vector3D& Shader::getDown() const
  134. {
  135. return down;
  136. }
  137. void Shader::setTextureEnabled(bool use)
  138. {
  139. Engine::setInt(unifUseTexture, use);
  140. }
  141. void Shader::setColorEnabled(bool use)
  142. {
  143. Engine::setInt(unifUseColor, use);
  144. }
  145. void Shader::setMixColorEnabled(bool use)
  146. {
  147. Engine::setInt(unifUseMixColor, use);
  148. }
  149. void Shader::setMixColor(float r, float g, float b, float a)
  150. {
  151. Engine::setFloat(unifUseMixColor, r, g, b, a);
  152. }
  153. void Shader::setTextMode()
  154. {
  155. setTextureEnabled(true);
  156. setColorEnabled(true);
  157. setUseBlending(true);
  158. setMixColorEnabled(false);
  159. }
  160. void Shader::setUseBlending(bool use)
  161. {
  162. if(use)
  163. {
  164. glEnable(GL_BLEND);
  165. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  166. glBlendEquation(GL_FUNC_ADD);
  167. }
  168. else
  169. {
  170. glDisable(GL_BLEND);
  171. }
  172. }
  173. void Shader::pop()
  174. {
  175. model.pop();
  176. }
  177. void Shader::push()
  178. {
  179. model.push();
  180. }
  181. void Shader::setToIdentity()
  182. {
  183. model.get().setToIdentity();
  184. }
  185. void Shader::scale(float sx, float sy, float sz)
  186. {
  187. model.get().scale(sx, sy, sz);
  188. }
  189. void Shader::translate(float tx, float ty, float tz)
  190. {
  191. model.get().translate(tx, ty, tz);
  192. }
  193. void Shader::translateX(float tx)
  194. {
  195. model.get().translateX(tx);
  196. }
  197. void Shader::translateY(float ty)
  198. {
  199. model.get().translateY(ty);
  200. }
  201. void Shader::translateZ(float tz)
  202. {
  203. model.get().translateZ(tz);
  204. }
  205. void Shader::translateTo(float tx, float ty, float tz)
  206. {
  207. model.get().translateTo(tx, ty, tz);
  208. }
  209. void Shader::rotate(float xDegrees, float yDegrees, float zDegrees)
  210. {
  211. model.get().rotate(xDegrees, yDegrees, zDegrees);
  212. }
  213. void Shader::rotateX(float degrees)
  214. {
  215. model.get().rotateX(degrees);
  216. }
  217. void Shader::rotateY(float degrees)
  218. {
  219. model.get().rotateY(degrees);
  220. }
  221. void Shader::rotateZ(float degrees)
  222. {
  223. model.get().rotateZ(degrees);
  224. }
  225. void Shader::updateModelMatrix()
  226. {
  227. Engine::setMatrix(unifModelMatrix, model.get().getValues());
  228. }