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- #include "Shader.h"
- #include "Utils.h"
- #include <cmath>
- #include "Wrapper.h"
- Shader::Shader()
- {
- unifProjMatrix = Engine::getUniformLocation("projMatrix");
- unifViewMatrix = Engine::getUniformLocation("viewMatrix");
- unifModelMatrix = Engine::getUniformLocation("modelMatrix");
-
- unifUseTexture = Engine::getUniformLocation("useTexture");
- unifUseColor = Engine::getUniformLocation("useColor");
- unifUseMixColor = Engine::getUniformLocation("useMixColor");
- unifMixColorLoc = Engine::getUniformLocation("mixColor");
- unifUseNormals = Engine::getUniformLocation("useNormals");
- }
- Shader::Shader(const Shader& orig)
- {
- }
- Shader::~Shader()
- {
- }
- void Shader::set3DMode(float lag)
- {
- float q = 1.0f / tanf((0.5f * fovY) * M_PI / 180.0f);
- proj.set(0, 0, (q * Engine::getHeight()) / Engine::getWidth());
- proj.set(1, 1, q);
- proj.set(2, 2, (nearClip + farClip) / (nearClip - farClip));
- proj.set(3, 2, -1.0f);
- proj.set(2, 3, (2.0f * nearClip * farClip) / (nearClip - farClip));
- proj.set(3, 3, 0);
-
- Engine::setMatrix(unifProjMatrix, proj.getValues());
-
- // -------------------------------------------------------------------------
- // calculate vectors for the view matrix
- // -------------------------------------------------------------------------
-
- // front
- front.setAngles(interpolate(lag, oldLengthAngle, lengthAngle), interpolate(lag, oldWidthAngle, widthAngle));
- // back
- back.setInverse(front);
- // right
- right.set(front);
- right.cross(0.0f, 1.0f, 0.0f);
- right.normalize();
-
- // left
- left.setInverse(right);
-
- // up
- up.set(front);
- up.cross(left);
- up.normalize();
-
- Vector3D interCamera = oldCamera;
- interCamera.addMul(camera, lag);
- interCamera.addMul(oldCamera, -lag);
-
- view.set(0, 0, right.getX());
- view.set(0, 1, right.getY());
- view.set(0, 2, right.getZ());
- view.set(0, 3, right.dotInverse(interCamera));
-
- view.set(1, 0, up.getX());
- view.set(1, 1, up.getY());
- view.set(1, 2, up.getZ());
- view.set(1, 3, up.dotInverse(interCamera));
-
- view.set(2, 0, back.getX());
- view.set(2, 1, back.getY());
- view.set(2, 2, back.getZ());
- view.set(2, 3, back.dotInverse(interCamera));
-
- view.set(3, 0, 0.0f);
- view.set(3, 1, 0.0f);
- view.set(3, 0, 0.0f);
- view.set(3, 3, 1.0f);
-
- // -------------------------------------------------------------------------
- // calculate vectors for movement
- // -------------------------------------------------------------------------
-
- // front
- front.setY(0.0f);
- front.normalize();
- // back
- back.setInverse(front);
- // right
- right.set(front);
- right.cross(0.0f, 1.0f, 0.0f);
- right.normalize();
-
- // left
- left.setInverse(right);
- // up
- up.set(0.0f, 1.0f, 0.0f);
-
- // down
- down.setInverse(up);
-
- Engine::setMatrix(unifViewMatrix, view.getValues());
- }
- void Shader::set2DMode()
- {
- proj.setToIdentity();
- Engine::setMatrix(unifProjMatrix, proj.getValues());
-
- int scale = Engine::getScale();
- view.set(0, 0, (2.0f * scale) / Engine::getWidth());
- view.set(0, 1, 0.0f);
- view.set(0, 2, 0.0f);
- view.set(0, 3, -1.0f);
-
- view.set(1, 0, 0.0f);
- view.set(1, 1, (-2.0f * scale) / Engine::getHeight());
- view.set(1, 2, 0.0f);
- view.set(1, 3, 1.0f);
-
- view.set(2, 0, 0.0f);
- view.set(2, 1, 0.0f);
- view.set(2, 2, (-1.0f * scale) / Engine::getHeight());
- view.set(2, 3, 0.5f);
-
- view.set(3, 0, 0.0f);
- view.set(3, 1, 0.0f);
- view.set(3, 0, 0.0f);
- view.set(3, 3, 1.0f);
-
- Engine::setMatrix(unifViewMatrix, view.getValues());
- }
- void Shader::storeCamera()
- {
- oldCamera.set(camera);
- oldLengthAngle = lengthAngle;
- oldWidthAngle = widthAngle;
- }
- void Shader::setCamera(float x, float y, float z, float length, float width)
- {
- camera.set(x, y, z);
- lengthAngle = length;
- widthAngle = width;
- }
- const Vector3D& Shader::getFront() const
- {
- return front;
- }
- const Vector3D& Shader::getBack() const
- {
- return back;
- }
- const Vector3D& Shader::getRight() const
- {
- return right;
- }
- const Vector3D& Shader::getLeft() const
- {
- return left;
- }
- const Vector3D& Shader::getUp() const
- {
- return up;
- }
- const Vector3D& Shader::getDown() const
- {
- return down;
- }
- void Shader::setTextureEnabled(bool use)
- {
- Engine::setInt(unifUseTexture, use);
- }
- void Shader::setColorEnabled(bool use)
- {
- Engine::setInt(unifUseColor, use);
- }
- void Shader::setMixColorEnabled(bool use)
- {
- Engine::setInt(unifUseMixColor, use);
- }
- void Shader::setMixColor(float r, float g, float b, float a)
- {
- Engine::setFloat(unifUseMixColor, r, g, b, a);
- }
- void Shader::setTextMode()
- {
- setTextureEnabled(true);
- setColorEnabled(true);
- setUseBlending(true);
- setMixColorEnabled(false);
- setNormalsEnabled(false);
- }
- void Shader::setNormalsEnabled(bool use)
- {
- Engine::setInt(unifUseNormals, use);
- }
- void Shader::setUseBlending(bool use)
- {
- if(use)
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
- }
- else
- {
- glDisable(GL_BLEND);
- }
- }
- void Shader::pop()
- {
- model.pop();
- }
- void Shader::push()
- {
- model.push();
- }
- void Shader::setToIdentity()
- {
- model.get().setToIdentity();
- }
- void Shader::scale(float sx, float sy, float sz)
- {
- model.get().scale(sx, sy, sz);
- }
- void Shader::translate(float tx, float ty, float tz)
- {
- model.get().translate(tx, ty, tz);
- }
- void Shader::translateX(float tx)
- {
- model.get().translateX(tx);
- }
- void Shader::translateY(float ty)
- {
- model.get().translateY(ty);
- }
- void Shader::translateZ(float tz)
- {
- model.get().translateZ(tz);
- }
- void Shader::translateTo(float tx, float ty, float tz)
- {
- model.get().translateTo(tx, ty, tz);
- }
- void Shader::rotate(float xDegrees, float yDegrees, float zDegrees)
- {
- model.get().rotate(xDegrees, yDegrees, zDegrees);
- }
- void Shader::rotateX(float degrees)
- {
- model.get().rotateX(degrees);
- }
- void Shader::rotateY(float degrees)
- {
- model.get().rotateY(degrees);
- }
- void Shader::rotateZ(float degrees)
- {
- model.get().rotateZ(degrees);
- }
- void Shader::updateModelMatrix()
- {
- Engine::setMatrix(unifModelMatrix, model.get().getValues());
- }
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