100 lines
3.1 KiB
C++
100 lines
3.1 KiB
C++
// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "SimpleBillboardedShader.hpp"
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#include "scene/components/display/mesh/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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using namespace Dawn;
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void SimpleBillboardedShaderProgram::compile() {
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#if DAWN_OPENGL_GLSL
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this->compileShader(
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{
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{ "aPos", 0 },
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{ "aTexCoord", 1 }
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},
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// Vertex Shader
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec2 o_TextCoord;\n"
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"void main() {\n"
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"vec3 camRight = vec3(u_View[0][0], u_View[1][0], u_View[2][0]);\n"
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"vec3 camUp = vec3(u_View[0][1], u_View[1][1], u_View[2][1]);\n"
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"vec3 billboardPos = u_View[3].xyz + aPos.x * camRight + aPos.y * camUp;\n"
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"gl_Position = u_Proj * u_View * u_Model * vec4(billboardPos, 1.0);\n"
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"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
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"}",
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// Fragment Shader
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"#version 330 core\n"
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"in vec2 o_TextCoord;\n"
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"out vec4 o_Color;\n"
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"uniform vec4 u_Color;\n"
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"uniform bool u_HasTexture;\n"
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"uniform sampler2D u_Text;\n"
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"void main() {\n"
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"if(u_HasTexture) {\n"
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"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
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"} else {\n"
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"o_Color = u_Color;"
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"}\n"
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"}\n"
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);
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#endif
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this->paramProjection = this->getParameterByName("u_Proj");
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this->paramView = this->getParameterByName("u_View");
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this->paramModel = this->getParameterByName("u_Model");
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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this->paramHasTexture = this->getParameterByName("u_HasTexture");
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}
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void SimpleBillboardedShader::compile() {
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this->program.compile();
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}
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std::vector<struct ShaderPassItem> SimpleBillboardedShader::getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) {
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auto simpleMaterial = dynamic_cast<SimpleBillboardedMaterial*>(material);
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assertNotNull(simpleMaterial);
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struct ShaderPassItem onlyPass;
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onlyPass.mesh = mesh;
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onlyPass.shaderProgram = &program;
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onlyPass.colorValues[program.paramColor] = simpleMaterial->color;
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onlyPass.matrixValues[program.paramModel] = material->transform->getWorldTransform();
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onlyPass.matrixValues[program.paramView] = camera->transform->getWorldTransform();
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onlyPass.matrixValues[program.paramProjection] = camera->getProjection();
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onlyPass.renderFlags = (
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RENDER_MANAGER_RENDER_FLAG_BLEND |
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RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
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);
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if(simpleMaterial->texture != nullptr) {
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onlyPass.boolValues[program.paramHasTexture] = true;
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onlyPass.textureSlots[0] = simpleMaterial->texture;
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onlyPass.textureValues[program.paramTexture] = 0;
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} else {
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onlyPass.boolValues[program.paramHasTexture] = false;
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}
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std::vector<struct ShaderPassItem> passes;
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passes.push_back(onlyPass);
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return passes;
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} |