Removed own Shader wrapper, because it does nothing useful.

This commit is contained in:
Faerbit 2014-11-08 02:45:32 +01:00
parent 0754ad09db
commit c38629823d
9 changed files with 23 additions and 92 deletions

View File

@ -1,11 +1,11 @@
#include "graphics.hh"
#include "model.hh"
#include "shader.hh"
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
using namespace std;
Shader shader;
ACGL::OpenGL::SharedShaderProgram shader;
Level level;
// gets called after the OpenGL window is prepared:
@ -22,7 +22,9 @@ void initCustomResources()
Model model = Model("Bunny.obj");
// look up all shader files starting with 'phong' and build a ShaderProgram from it:
shader = Shader("phong", model);
shader = ACGL::OpenGL::ShaderProgramCreator("phong").attributeLocations(
model.getReference()->getAttributeLocations()).create();
shader->use();
// load Level
level.load(shader);
@ -43,40 +45,40 @@ void draw( float runTime )
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
shader.getReference()->setUniform( "uViewMatrix", viewMatrix );
shader.getReference()->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
shader->setUniform( "uViewMatrix", viewMatrix );
shader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
//set lighting parameters
if (level.getLights().size() > 0) {
shader.getReference()->setUniform("lightCount", (int) level.getLights().size());
shader->setUniform("lightCount", (int) level.getLights().size());
// TODO look into doing this less often
// Build light position array
glm::vec3 lightSources[level.getLights().size()];
for(int i = 0; i<level.getLights().size(); i++) {
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightSources[i] = level.getLights()[i].getPosition();
}
glUniform3fv(shader.getReference()->getUniformLocation("lightSources"),
glUniform3fv(shader->getUniformLocation("lightSources"),
sizeof(lightSources), (GLfloat*) lightSources);
// Build light colour array
glm::vec3 lightColours[level.getLights().size()];
for(int i = 0; i<level.getLights().size(); i++) {
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightColours[i] = level.getLights()[i].getColour();
}
glUniform3fv(shader.getReference()->getUniformLocation("lightColors"),
glUniform3fv(shader->getUniformLocation("lightColors"),
sizeof(lightColours), (GLfloat*) lightColours);
// Build light attenuation array
float lightIntensities[level.getLights().size()];
for(int i = 0; i<level.getLights().size(); i++) {
for(unsigned int i = 0; i<level.getLights().size(); i++) {
lightIntensities[i] = level.getLights()[i].getIntensity();
}
glUniform1fv(shader.getReference()->getUniformLocation("lightIntensities"),
glUniform1fv(shader->getUniformLocation("lightIntensities"),
sizeof(lightIntensities), (GLfloat*) lightIntensities);
}
// set Material Parameters
shader.getReference()->setUniform("ambientColor", level.getAmbientLight());
shader.getReference()->setUniform("camera", glm::vec3(0.0f, 0.0f, 0.0f));
shader->setUniform("ambientColor", level.getAmbientLight());
shader->setUniform("camera", glm::vec3(0.0f, 0.0f, 0.0f));
// render the level(currently only a bunny):
level.render();

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@ -11,7 +11,7 @@ Level::Level() {
Level::~Level() {
}
void Level::load(Shader shader) {
void Level::load(ACGL::OpenGL::SharedShaderProgram shader) {
//this->terrain.load();
@ -35,7 +35,7 @@ void Level::load(Shader shader) {
}
void Level::render() {
for(int i = 0; i<objects.size(); i++) {
for(unsigned int i = 0; i<objects.size(); i++) {
objects[i].render();
}
//this->terrain.render();

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@ -7,14 +7,13 @@
#include "entity.hh"
#include "terrain.hh"
#include "material.hh"
#include "shader.hh"
class Level {
public:
Level(std::string filePath);
Level();
~Level();
void load(Shader shader); // Shader is necessary for correct texture assigning
void load(ACGL::OpenGL::SharedShaderProgram shader); // Shader is necessary for correct texture assigning
void render();
glm::vec3 getAmbientLight();
std::vector<Light> getLights();

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@ -1,13 +1,13 @@
#include "object.hh"
Object::Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader) :
glm::vec3 velocity, glm::vec3 angularVelocity, ACGL::OpenGL::SharedShaderProgram shader) :
Entity(position, rotation) {
this->model = model.getReference();
this->material = material;
this->velocity = velocity;
this->angularVelocity = angularVelocity;
this->shader = shader.getReference();
this->shader = shader;
}
Object::Object() {

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@ -4,7 +4,6 @@
#include "entity.hh"
#include "model.hh"
#include "material.hh"
#include "shader.hh"
#include <string>
#include <ACGL/Math/Math.hh>
#include <ACGL/OpenGL/Managers.hh>
@ -13,7 +12,8 @@
class Object : public Entity {
public:
Object(Model model, Material material, glm::vec3 position, glm::vec3 rotation,
glm::vec3 velocity, glm::vec3 angularVelocity, Shader shader);
glm::vec3 velocity, glm::vec3 angularVelocity,
ACGL::OpenGL::SharedShaderProgram shader);
Object();
~Object();
void render();

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@ -1,17 +0,0 @@
#include "ourShader.hh"
OurShader::OurShader(std::string filePath, Model model) {
reference = ACGL::OpenGL::ShaderProgramCreator(filePath).attributeLocations(
model.getReference()->getAttributeLocations()).create();
reference->use();
}
OurShader::OurShader() {
}
OurShader::~OurShader() {
}
ACGL::OpenGL::SharedShaderProgram OurShader::getReference() {
return reference;
}

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@ -1,18 +0,0 @@
#ifndef SHADER_HH_INCLUDED
#define SHADER_HH_INCLUDED
#include "model.hh"
#include <string>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
class OurShader {
public:
OurShader(std::string filePath, Model model);
OurShader();
ACGL::OpenGL::SharedShaderProgram getReference();
~OurShader();
private:
ACGL::OpenGL::SharedShaderProgram reference;
};
#endif

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@ -1,17 +0,0 @@
#include "shader.hh"
Shader::Shader(std::string filePath, Model model) {
reference = ACGL::OpenGL::ShaderProgramCreator(filePath).attributeLocations(
model.getReference()->getAttributeLocations()).create();
reference->use();
}
Shader::Shader() {
}
Shader::~Shader() {
}
ACGL::OpenGL::SharedShaderProgram Shader::getReference() {
return reference;
}

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@ -1,18 +0,0 @@
#ifndef SHADER_HH_INCLUDED
#define SHADER_HH_INCLUDED
#include "model.hh"
#include <string>
#include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
class Shader {
public:
Shader(std::string filePath, Model model);
Shader();
ACGL::OpenGL::SharedShaderProgram getReference();
~Shader();
private:
ACGL::OpenGL::SharedShaderProgram reference;
};
#endif