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colorshader.h
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/*The MIT License (MIT)
*
*Copyright (c) 2014 Michael O'Farrell, Bram Wasti
*
*Permission is hereby granted, free of charge, to any person obtaining a copy
*of this software and associated documentation files (the "Software"), to deal
*in the Software without restriction, including without limitation the rights
*to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*copies of the Software, and to permit persons to whom the Software is
*furnished to do so, subject to the following conditions:
*
*The above copyright notice and this permission notice shall be included in
*all copies or substantial portions of the Software.
*
*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*THE SOFTWARE.
*
*/
#ifndef COLORSHADER_H
#define COLORSHADER_H
#define GLM_FORCE_RADIANS
// glm::vec3, glm::vec4, glm::ivec4, glm::mat4
#include "glm/glm.hpp"
// glm::perspective
// glm::translate, glm::rotate, glm::scale
#include "glm/gtc/matrix_transform.hpp"
// glm::value_ptr
#include "glm/gtc/type_ptr.hpp"
#include "shader.h"
namespace _ColorShader {
static const GLchar *vertex_shader[] = {
"#version 330\n",
"layout(location = 0) in vec3 vertex;\n",
"layout(location = 1) in vec3 vertexColor;\n",
"out vec3 fragmentColor;\n",
"uniform mat4 model;\n",
"uniform mat4 vp;\n",
"void main(void) {\n",
" gl_Position = vp * model * vec4(vertex.xyz, 1.f);\n",
" fragmentColor = vertexColor;\n",
"}"
};
static const GLchar *fragment_shader[] = {
"#version 330\n",
"in vec3 fragmentColor;\n",
"out vec4 color;\n",
"void main() {\n",
" color = vec4(fragmentColor, 1.0); // (pow(fragmentColor.r,2) + pow(fragmentColor.g,2) + pow(fragmentColor.b,2))/3.0);\n",
"}"
};
}
class ColorShader {
public:
GLuint modelLocation;
GLuint vpLocation;
glm::mat4 vp;
glm::mat4 model;
Shader_prog prog;
ColorShader()
: prog(_ColorShader::vertex_shader, _ColorShader::fragment_shader) {
prog();
modelLocation = glGetUniformLocation(prog, "model");
vpLocation = glGetUniformLocation(prog, "vp");
}
void operator()() {
prog();
glUniformMatrix4fv(vpLocation, 1, GL_FALSE, glm::value_ptr(vp));
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model));
}
~ColorShader() {
}
};
#endif /* COLORSHADER_H */