136 lines
4.5 KiB
C++
136 lines
4.5 KiB
C++
#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "basicTextureShader.hpp"
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#include "basicTextureShaderGLSL.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "Color.hpp"
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#include "interfaces/ITexture.hpp"
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#define SHADER_VERTEX_INDEX 0
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#define SHADER_COLOR_INDEX 1
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#define SHADER_UV_INDEX 2
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#define SHADER_TID_INDEX 3
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#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1))
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TSE::GLFW::BasicTextureShader* TSE::GLFW::BasicTextureShader::instance = nullptr;
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std::map<uint, float> TSE::GLFW::BasicTextureShader::textureSlots;
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TSE::GLFW::BasicTextureShader *TSE::GLFW::BasicTextureShader::Instance()
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{
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return instance;
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}
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void TSE::GLFW::BasicTextureShader::Destroy()
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{
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if(instance != nullptr)
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delete instance;
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instance = nullptr;
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}
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void TSE::GLFW::BasicTextureShader::Init(float width, float height)
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{
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std::vector<std::unique_ptr<ShaderPart>> parts;
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parts.push_back(ShaderPart::LoadFromString(vertT, GL_VERTEX_SHADER));
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parts.push_back(ShaderPart::LoadFromString(fragT, GL_FRAGMENT_SHADER));
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instance = new BasicTextureShader(std::move(parts));
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instance->Enable();
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int texIDs[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 };
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instance->SetUniform("textures", &texIDs[0], 33);
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instance->Disable();
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}
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TSE::GLFW::BasicTextureShader::BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
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{
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PackageSize = SHADER_PACKAGE_SIZE;
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}
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void TSE::GLFW::BasicTextureShader::OnEnable() const
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{
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glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
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glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
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glEnableVertexAttribArray(SHADER_COLOR_INDEX);
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glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
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glEnableVertexAttribArray(SHADER_UV_INDEX);
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glVertexAttribPointer(SHADER_UV_INDEX, 2, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 7));
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glEnableVertexAttribArray(SHADER_TID_INDEX);
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glVertexAttribPointer(SHADER_TID_INDEX, 1, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 9));
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}
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void TSE::GLFW::BasicTextureShader::OnDisable() const
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{
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glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
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glDisableVertexAttribArray(SHADER_COLOR_INDEX);
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glDisableVertexAttribArray(SHADER_UV_INDEX);
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glDisableVertexAttribArray(SHADER_TID_INDEX);
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}
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void TSE::GLFW::BasicTextureShader::OnFlush()
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{
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auto it = textureSlots.begin();
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for (int i = 0; i < textureSlots.size(); i++, it++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, it->first);
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}
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}
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void TSE::GLFW::BasicTextureShader::OnDrawCall(int indexCount)
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{
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
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}
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void TSE::GLFW::BasicTextureShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
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{
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auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
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if (!r) return;
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if(!r->GetMaterial()->HasValue("mainTex")) return;
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const ITexture* tex = r->GetMaterial()->GetValue<ITexture*>("mainTex");
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float ts = 0;
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auto it = textureSlots.find(tex->GetTextureId());
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if (it != textureSlots.end())
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{
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ts = it->second;
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}
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else
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{
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if(textureSlots.size() == 32)
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{
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restartDrawcall(rnd);
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textureSlots.clear();
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}
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textureSlots[tex->GetTextureId()] = textureSlots.size();
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ts = textureSlots[tex->GetTextureId()];
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}
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const Vector3* verts = r->GetVertices();
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const Vector2* uvs = r->GetUVs();
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ushort vCount = r->GetVertexCount();
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const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
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Matrix4x4 matr = t.GetLocalMatrix();
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stack.Push(matr);
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const Matrix4x4& top = stack.Top();
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//Todo transformable.lastmatrix hier ergänzen
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for (ushort i = 0; i < vCount; i++) {
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Vector3 p = top * verts[i];
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Vector2 uv = uvs[i];
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*target++ = p.x;
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*target++ = p.y;
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*target++ = p.z;
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*target++ = color.r;
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*target++ = color.g;
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*target++ = color.b;
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*target++ = color.a;
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*target++ = uv.x;
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*target++ = uv.y;
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*target++ = ts;
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}
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stack.Pop();
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}
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