Files
TSE/TSE_GlfwOpenGlImpl/src/shader/basicShader.cpp

93 lines
2.5 KiB
C++

#include "GL/gl3w.h"
#include "GL/gl.h"
#include "basicShader.hpp"
#include "basicShaderGLSL.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "Color.hpp"
#define SHADER_VERTEX_INDEX 0
#define SHADER_COLOR_INDEX 1
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
TSE::GLFW::BasicShader* TSE::GLFW::BasicShader::instance = nullptr;
TSE::GLFW::BasicShader *TSE::GLFW::BasicShader::Instance()
{
return instance;
}
void TSE::GLFW::BasicShader::Destroy()
{
if(instance != nullptr)
delete instance;
instance = nullptr;
}
void TSE::GLFW::BasicShader::Init(float width, float height)
{
std::vector<std::unique_ptr<ShaderPart>> parts;
parts.push_back(ShaderPart::LoadFromString(vert, GL_VERTEX_SHADER));
parts.push_back(ShaderPart::LoadFromString(frag, GL_FRAGMENT_SHADER));
instance = new BasicShader(std::move(parts));
}
TSE::GLFW::BasicShader::BasicShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
{
PackageSize = SHADER_PACKAGE_SIZE;
}
void TSE::GLFW::BasicShader::OnEnable() const
{
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
}
void TSE::GLFW::BasicShader::OnDisable() const
{
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
}
void TSE::GLFW::BasicShader::OnFlush()
{
}
void TSE::GLFW::BasicShader::OnDrawCall(int indexCount)
{
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
}
void TSE::GLFW::BasicShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
{
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
if (!r) return;
const Vector3* verts = r->GetVertices();
ushort vCount = r->GetVertexCount();
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
Matrix4x4 matr = t.GetLocalMatrix();
stack.Push(matr);
const Matrix4x4& top = stack.Top();
//Todo transformable.lastmatrix hier ergänzen
for (ushort i = 0; i < vCount; i++) {
Vector3 p = top * verts[i];
*target++ = p.x;
*target++ = p.y;
*target++ = p.z;
*target++ = color.r;
*target++ = color.g;
*target++ = color.b;
*target++ = color.a;
}
stack.Pop();
}