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https://github.com/kuhyx/engineer-thesis-WUT.git
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feat: pass uniforms names as vector
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17
Engine/engine/Shaders/fragmentShaderTextureUniform.fs
Normal file
17
Engine/engine/Shaders/fragmentShaderTextureUniform.fs
Normal file
@ -0,0 +1,17 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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// texture samplers
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform int mixProportions; // set in OGL code
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void main()
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{
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// linearly interpolate between both textures (80% container, 20% awesomeface)
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixProportions);
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}
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@ -111,6 +111,9 @@ namespace constants {
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inline const char* FRAGMENT_SHADER_TEXTURE_TASK_ONE_FILENAME{
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"./Shaders/fragmentShaderTextureTaskOne.fs"};
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inline const char* FRAGMENT_SHADER_TEXTURE_UNIFORM_FILENAME{
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"./Shaders/fragmentShaderTextureUniform.fs"};
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// we specify three vertices
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// each of them with position in 3d space
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// x y z
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@ -205,7 +208,7 @@ namespace constants {
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inline constexpr size_t SQUARE_VERTICES_SIZE = {sizeof(SQUARE_VERTICES)};
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inline constexpr int MAX_DRAW_CALL = {13};
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inline constexpr int MAX_DRAW_CALL = {15};
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// https://learnopengl.com/img/getting-started/tex_coords.png
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inline constexpr float TEXTURE_VERTICES[]{
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@ -229,6 +232,17 @@ namespace constants {
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inline constexpr size_t TEXTURE_VERTICES_2F_SIZE = {
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sizeof(TEXTURE_VERTICES_2F)};
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inline constexpr float TEXTURE_VERTICES_TASK_THREE[]{
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// positions // colors // texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.55f, 0.55f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.55f, 0.45f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.45f, 0.45f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.45f, 0.55f // top left
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};
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inline constexpr size_t TEXTURE_VERTICES_TASK_THREE_SIZE = {
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sizeof(TEXTURE_VERTICES_TASK_THREE)};
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inline constexpr unsigned int TEXTURE_INDICES[]{
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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@ -11,6 +11,7 @@
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#include <iostream>
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#include <utility>
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#include <vector>
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#include <cstring>
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#include "./constants.hpp"
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#include "./misc.hpp"
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@ -73,11 +74,18 @@ drawFigureReturn drawFigure(const int whatToDraw) {
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constants::FRAGMENT_SHADER_COLOR_FROM_VERTEX_FILENAME,
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constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE);
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case 6:
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{
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offsetsStruct offsets = offsetsStruct();
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const std::vector<std::string> uniformInfo = {"ourColor"};
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// set color from opengl code to uniform value in fragment shader
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return draw(constants::VERTEX_SHADER_COLOR_FILENAME,
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constants::FRAGMENT_SHADER_UNIFORMS_FILENAME,
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constants::TRIANGLE_VERTICES,
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constants::TRIANGLE_VERTICES_SIZE);
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constants::FRAGMENT_SHADER_UNIFORMS_FILENAME,
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constants::TRIANGLE_VERTICES,
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constants::TRIANGLE_VERTICES_SIZE,
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constants::TRIANGLE_INDICES,
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constants::TRIANGLE_INDICES_SIZE,
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false, false, {}, offsets, uniformInfo);
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}
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case 7:
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// set color from opengl code to uniform value in fragment shader
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return draw(
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@ -135,7 +143,7 @@ drawFigureReturn drawFigure(const int whatToDraw) {
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constants::TEXTURE_INDICES_SIZE,
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true, true, textureInfoArray);
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}
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case constants::MAX_DRAW_CALL: {
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case 13: {
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std::vector<textureArgument> textureInfoArray = {
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texture_constants::CONTAINER_ARGUMENT,
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texture_constants::AWESOME_FACE_ARGUMENT
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@ -148,6 +156,37 @@ drawFigureReturn drawFigure(const int whatToDraw) {
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constants::TEXTURE_INDICES_SIZE,
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true, true, textureInfoArray);
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}
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case 14: {
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std::vector<textureArgument> textureInfoArray = {
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texture_constants::TEXTURE_TASK_THREE_CONTAINER_ARGUMENT,
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texture_constants::TEXTURE_TASK_THREE_FACE_ARGUMENT
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};
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return draw(
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constants::VERTEX_SHADER_TEXTURE_FILENAME,
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constants::FRAGMENT_SHADER_TEXTURE_FILENAME,
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constants::TEXTURE_VERTICES_TASK_THREE,
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constants::TEXTURE_VERTICES_TASK_THREE_SIZE,
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constants::TEXTURE_INDICES,
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constants::TEXTURE_INDICES_SIZE,
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true, true, textureInfoArray);
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}
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case constants::MAX_DRAW_CALL: {
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std::vector<textureArgument> textureInfoArray = {
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texture_constants::CONTAINER_ARGUMENT,
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texture_constants::AWESOME_FACE_ARGUMENT
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};
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offsetsStruct offsets = offsetsStruct();
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const std::vector<std::string> uniformInfo = {"ourColor"};
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return draw(
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constants::VERTEX_SHADER_TEXTURE_FILENAME,
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constants::FRAGMENT_SHADER_TEXTURE_UNIFORM_FILENAME,
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constants::TEXTURE_VERTICES,
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constants::TEXTURE_VERTICES_SIZE,
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constants::TEXTURE_INDICES,
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constants::TEXTURE_INDICES_SIZE,
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true, true, textureInfoArray,
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offsets);
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}
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default:
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throw "No function for this draw call";
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}
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@ -173,14 +212,15 @@ void setOffsets(Shader shader, const offsetsStruct offsets) {
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}
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drawFigureReturn draw(const char* vertexPath, const char* fragmentPath,
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const float vertices[],
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const size_t verticesSize,
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const unsigned int indices[],
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const size_t indicesSize,
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const bool colorIncluded,
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const bool textureIncluded,
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std::vector<textureArgument> textureInfo,
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const offsetsStruct offsets) {
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const float vertices[],
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const size_t verticesSize,
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const unsigned int indices[],
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const size_t indicesSize,
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const bool colorIncluded,
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const bool textureIncluded,
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std::vector<textureArgument> textureInfo,
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const offsetsStruct offsets,
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const std::vector<std::string> uniformName) {
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// https://stackoverflow.com/questions/33883609/opengl-linker-error-linking-with-uncompiled-shader
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Shader ourShader(vertexPath,
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fragmentPath);
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@ -196,8 +236,9 @@ drawFigureReturn draw(const char* vertexPath, const char* fragmentPath,
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copyVerticesMemory(indices, indicesSize, GL_ELEMENT_ARRAY_BUFFER);
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configureVertexAttribute(colorIncluded, textureIncluded);
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doDrawArrays(ourShader.ID, VAO, GL_TRIANGLES, 0,
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verticesSize);
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if (uniformName.size() > 0) {
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updateUniformColor(ourShader.ID, uniformName.at(0));
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}
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drawTextureArray(textureInfo, ourShader);
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// unsigned int texture1 = loadAndCreateTexture(
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@ -229,14 +270,14 @@ drawFigureReturn draw(const char* vertexPath, const char* fragmentPath,
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}
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void updateUniformColor(const unsigned int shaderProgram,
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const GLchar* uniformName) {
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std::string uniformName) {
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// update the uniform color
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const float timeValue = glfwGetTime(); // retrieve running time
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const float greenValue = sin(timeValue) / 2.0f + 0.5f;
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// vary the color from 0.0 to 1.0 using sin
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// query the location of our uniform
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const int vertexColorLocation =
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glGetUniformLocation(shaderProgram, uniformName);
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glGetUniformLocation(shaderProgram, uniformName.c_str());
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// if glGetUniformLocation returns -1 it could not find the location
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if (vertexColorLocation != -1) {
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glUniform4f(vertexColorLocation, 0.0f, greenValue, 0.0f, 1.0f);
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@ -252,19 +293,4 @@ void updateUniformColor(const unsigned int shaderProgram,
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}
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}
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void doDrawArrays(const unsigned int shaderProgram,
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const unsigned int vertexArrayObject,
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const GLenum drawArrayMode, const int firstIndex,
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const unsigned int numberOfIndicesToBeRendered) {
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// use shader program to render an object
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glUseProgram(shaderProgram);
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updateUniformColor(shaderProgram, "ourColor");
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glBindVertexArray(vertexArrayObject);
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// From left:
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// primitive type we want to draw
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// starting index of vertex array
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// how many vertices we want to draw
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glDrawArrays(drawArrayMode, firstIndex, numberOfIndicesToBeRendered);
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}
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#endif // #ifndef DRAW_CPP
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@ -28,12 +28,7 @@ struct drawFigureReturn {
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drawFigureReturn drawFigure(const int whatToDraw);
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void updateUniformColor(const unsigned int shaderProgram,
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const GLchar* uniformName);
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void doDrawArrays(const unsigned int shaderProgram,
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const unsigned int vertexArrayObject,
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const GLenum drawArrayMode, const int firstIndex,
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const unsigned int numberOfIndicesToBeRendered);
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const std::string uniformName);
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drawFigureReturn draw(
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const char* vertexPath = constants::VERTEX_SHADER_SOURCE_FILENAME,
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@ -45,7 +40,8 @@ drawFigureReturn draw(
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const bool colorIncluded = false,
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const bool textureIncluded = false,
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std::vector<textureArgument> textureInfo = {},
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const offsetsStruct offsets = offsetsStruct()
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const offsetsStruct offsets = offsetsStruct(),
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const std::vector<std::string> uniformName = {}
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);
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#endif // ENGINE_ENGINE_DRAW_HPP_
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Binary file not shown.
@ -26,6 +26,11 @@ namespace texture_constants {
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textureArgument(constants::CONTAINER_TEXTURE, true, GL_CLAMP_TO_EDGE);
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inline const textureArgument AWESOME_FACE_ARGUMENT =
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textureArgument(constants::AWESOME_FACE_TEXTURE, false, GL_REPEAT);
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inline const textureArgument TEXTURE_TASK_THREE_CONTAINER_ARGUMENT =
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textureArgument(constants::CONTAINER_TEXTURE, true, GL_NEAREST);
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inline const textureArgument TEXTURE_TASK_THREE_FACE_ARGUMENT =
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textureArgument(constants::AWESOME_FACE_TEXTURE, false, GL_NEAREST);
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}
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void setTextureParametersINT(const GLenum textureTarget = GL_TEXTURE_2D,
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