Shader.cpp 6.2 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. unifUseNormals = Engine::getUniformLocation("useNormals");
  15. }
  16. Shader::Shader(const Shader& orig)
  17. {
  18. }
  19. Shader::~Shader()
  20. {
  21. }
  22. void Shader::set3DMode(float lag)
  23. {
  24. float q = 1.0f / tanf((0.5f * fovY) * M_PI / 180.0f);
  25. proj.set(0, 0, (q * Engine::getHeight()) / Engine::getWidth());
  26. proj.set(1, 1, q);
  27. proj.set(2, 2, (nearClip + farClip) / (nearClip - farClip));
  28. proj.set(3, 2, -1.0f);
  29. proj.set(2, 3, (2.0f * nearClip * farClip) / (nearClip - farClip));
  30. proj.set(3, 3, 0);
  31. Engine::setMatrix(unifProjMatrix, proj.getValues());
  32. // -------------------------------------------------------------------------
  33. // calculate vectors for the view matrix
  34. // -------------------------------------------------------------------------
  35. // front
  36. front.setAngles(interpolate(lag, oldLengthAngle, lengthAngle), interpolate(lag, oldWidthAngle, widthAngle));
  37. // back
  38. back.setInverse(front);
  39. // right
  40. right.set(front);
  41. right.cross(0.0f, 1.0f, 0.0f);
  42. right.normalize();
  43. // left
  44. left.setInverse(right);
  45. // up
  46. up.set(front);
  47. up.cross(left);
  48. up.normalize();
  49. Vector3D interCamera = oldCamera;
  50. interCamera.addMul(camera, lag);
  51. interCamera.addMul(oldCamera, -lag);
  52. view.set(0, 0, right.getX());
  53. view.set(0, 1, right.getY());
  54. view.set(0, 2, right.getZ());
  55. view.set(0, 3, right.dotInverse(interCamera));
  56. view.set(1, 0, up.getX());
  57. view.set(1, 1, up.getY());
  58. view.set(1, 2, up.getZ());
  59. view.set(1, 3, up.dotInverse(interCamera));
  60. view.set(2, 0, back.getX());
  61. view.set(2, 1, back.getY());
  62. view.set(2, 2, back.getZ());
  63. view.set(2, 3, back.dotInverse(interCamera));
  64. view.set(3, 0, 0.0f);
  65. view.set(3, 1, 0.0f);
  66. view.set(3, 0, 0.0f);
  67. view.set(3, 3, 1.0f);
  68. // -------------------------------------------------------------------------
  69. // calculate vectors for movement
  70. // -------------------------------------------------------------------------
  71. // front
  72. front.setY(0.0f);
  73. front.normalize();
  74. // back
  75. back.setInverse(front);
  76. // right
  77. right.set(front);
  78. right.cross(0.0f, 1.0f, 0.0f);
  79. right.normalize();
  80. // left
  81. left.setInverse(right);
  82. // up
  83. up.set(0.0f, 1.0f, 0.0f);
  84. // down
  85. down.setInverse(up);
  86. Engine::setMatrix(unifViewMatrix, view.getValues());
  87. }
  88. void Shader::set2DMode()
  89. {
  90. proj.setToIdentity();
  91. Engine::setMatrix(unifProjMatrix, proj.getValues());
  92. int scale = Engine::getScale();
  93. view.set(0, 0, (2.0f * scale) / Engine::getWidth());
  94. view.set(0, 1, 0.0f);
  95. view.set(0, 2, 0.0f);
  96. view.set(0, 3, -1.0f);
  97. view.set(1, 0, 0.0f);
  98. view.set(1, 1, (-2.0f * scale) / Engine::getHeight());
  99. view.set(1, 2, 0.0f);
  100. view.set(1, 3, 1.0f);
  101. view.set(2, 0, 0.0f);
  102. view.set(2, 1, 0.0f);
  103. view.set(2, 2, (-1.0f * scale) / Engine::getHeight());
  104. view.set(2, 3, 0.5f);
  105. view.set(3, 0, 0.0f);
  106. view.set(3, 1, 0.0f);
  107. view.set(3, 0, 0.0f);
  108. view.set(3, 3, 1.0f);
  109. Engine::setMatrix(unifViewMatrix, view.getValues());
  110. }
  111. void Shader::storeCamera()
  112. {
  113. oldCamera.set(camera);
  114. oldLengthAngle = lengthAngle;
  115. oldWidthAngle = widthAngle;
  116. }
  117. void Shader::setCamera(float x, float y, float z, float length, float width)
  118. {
  119. camera.set(x, y, z);
  120. lengthAngle = length;
  121. widthAngle = width;
  122. }
  123. const Vector3D& Shader::getFront() const
  124. {
  125. return front;
  126. }
  127. const Vector3D& Shader::getBack() const
  128. {
  129. return back;
  130. }
  131. const Vector3D& Shader::getRight() const
  132. {
  133. return right;
  134. }
  135. const Vector3D& Shader::getLeft() const
  136. {
  137. return left;
  138. }
  139. const Vector3D& Shader::getUp() const
  140. {
  141. return up;
  142. }
  143. const Vector3D& Shader::getDown() const
  144. {
  145. return down;
  146. }
  147. void Shader::setTextureEnabled(bool use)
  148. {
  149. Engine::setInt(unifUseTexture, use);
  150. }
  151. void Shader::setColorEnabled(bool use)
  152. {
  153. Engine::setInt(unifUseColor, use);
  154. }
  155. void Shader::setMixColorEnabled(bool use)
  156. {
  157. Engine::setInt(unifUseMixColor, use);
  158. }
  159. void Shader::setMixColor(float r, float g, float b, float a)
  160. {
  161. Engine::setFloat(unifUseMixColor, r, g, b, a);
  162. }
  163. void Shader::setTextMode()
  164. {
  165. setTextureEnabled(true);
  166. setColorEnabled(true);
  167. setUseBlending(true);
  168. setMixColorEnabled(false);
  169. setNormalsEnabled(false);
  170. }
  171. void Shader::setNormalsEnabled(bool use)
  172. {
  173. Engine::setInt(unifUseNormals, use);
  174. }
  175. void Shader::setUseBlending(bool use)
  176. {
  177. if(use)
  178. {
  179. glEnable(GL_BLEND);
  180. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  181. glBlendEquation(GL_FUNC_ADD);
  182. }
  183. else
  184. {
  185. glDisable(GL_BLEND);
  186. }
  187. }
  188. void Shader::pop()
  189. {
  190. model.pop();
  191. }
  192. void Shader::push()
  193. {
  194. model.push();
  195. }
  196. void Shader::setToIdentity()
  197. {
  198. model.get().setToIdentity();
  199. }
  200. void Shader::scale(float sx, float sy, float sz)
  201. {
  202. model.get().scale(sx, sy, sz);
  203. }
  204. void Shader::translate(float tx, float ty, float tz)
  205. {
  206. model.get().translate(tx, ty, tz);
  207. }
  208. void Shader::translateX(float tx)
  209. {
  210. model.get().translateX(tx);
  211. }
  212. void Shader::translateY(float ty)
  213. {
  214. model.get().translateY(ty);
  215. }
  216. void Shader::translateZ(float tz)
  217. {
  218. model.get().translateZ(tz);
  219. }
  220. void Shader::translateTo(float tx, float ty, float tz)
  221. {
  222. model.get().translateTo(tx, ty, tz);
  223. }
  224. void Shader::rotate(float xDegrees, float yDegrees, float zDegrees)
  225. {
  226. model.get().rotate(xDegrees, yDegrees, zDegrees);
  227. }
  228. void Shader::rotateX(float degrees)
  229. {
  230. model.get().rotateX(degrees);
  231. }
  232. void Shader::rotateY(float degrees)
  233. {
  234. model.get().rotateY(degrees);
  235. }
  236. void Shader::rotateZ(float degrees)
  237. {
  238. model.get().rotateZ(degrees);
  239. }
  240. void Shader::updateModelMatrix()
  241. {
  242. Engine::setMatrix(unifModelMatrix, model.get().getValues());
  243. }