std::vector<ObjectData> pillar_data;
std::vector<GL::AnimatedObject *> pillars;
- GL::VertexShader cube_transform;
GL::Program cube_shprog;
GL::Program cube_shadow_shprog;
GL::Material cube_material;
static const char texture_fragment_src[];
static const char skybox_vertex_src[];
static const char skybox_fragment_src[];
- static const char ground_transform_src[];
- static const char ground_colorify_src[];
- static const char cube_transform_src[];
+ static const char ground_variables[];
+ static const char cube_variables[];
static const float cube_shapes[];
public:
" frag_color = textureCube(sky, v_texcoord);\n"
"}";
-// This exists only to transfer the ground type to fragment shader
-const char DesertPillars::ground_transform_src[] =
- "#version 130\n"
- "uniform mat4 eye_obj_matrix;\n"
- "uniform mat3 eye_obj_normal_matrix;\n"
- "in float ground_type;\n"
- "out float v_ground_type;\n"
- "vec4 transform_vertex(vec4 vertex)\n"
- "{\n"
- " v_ground_type = ground_type;\n"
- " return eye_obj_matrix*vertex;\n"
- "}\n"
- "vec3 transform_normal(vec3 normal)\n"
- "{\n"
- " return mat3(eye_obj_normal_matrix)*normal;\n"
- "}\n";
-
-const char DesertPillars::ground_colorify_src[] =
- "#version 130\n"
+const char DesertPillars::ground_variables[] =
"uniform sampler2D texture1;\n"
"uniform sampler2D normalmap1;\n"
"uniform sampler2D texture2;\n"
"uniform sampler2D normalmap2;\n"
- "in float v_ground_type;\n"
- "in vec3 v_shd_vertex;\n"
- "vec4 sample_texture(vec2 coord)\n"
- "{\n"
- " return mix(texture2D(texture1, coord*3.0), texture2D(texture2, coord), v_ground_type);\n"
- "}\n"
- "vec3 sample_normalmap(vec2 coord)\n"
- "{\n"
- " return mix(texture2D(normalmap1, coord*3.0).rgb, texture2D(normalmap2, coord).rgb, v_ground_type);\n"
- "}\n";
+ "attribute float ground_type;\n"
+ "fragment vec4 tex_sample = mix(texture2D(texture1, texture_coord*3.0), texture2D(texture2, texture_coord), ground_type);\n"
+ "fragment vec3 normal_sample = mix(texture2D(normalmap1, texture_coord*3.0).rgb, texture2D(normalmap2, texture_coord).rgb, ground_type);\n";
-const char DesertPillars::cube_transform_src[] =
- "#version 130\n"
- "uniform mat4 eye_obj_matrix;\n"
- "uniform mat3 eye_obj_normal_matrix;\n"
+const char DesertPillars::cube_variables[] =
"uniform float spherify;\n"
- "in vec3 sphere_coord;\n"
- "vec4 transform_vertex(vec4 vertex)\n"
- "{\n"
- " return eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
- "}\n"
- "vec3 transform_normal(vec3 normal)\n"
- "{\n"
- " return eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
- "}\n";
+ "attribute vec3 sphere_coord;\n"
+ "vertex vec3 eye_normal = eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
+ "vertex vec4 eye_vertex = eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n";
const float DesertPillars::cube_shapes[] = { -0.4, 0.5, 1.0, 0.3 };
features.shadow = true;
features.texture = true;
features.normalmap = true;
- features.transform = true;
- features.colorify = true;
+ features.custom = ground_variables;
GL::ProgramBuilder(features).add_shaders(ground_shprog);
- ground_shprog.attach_shader_owned(new GL::VertexShader(ground_transform_src));
- ground_shprog.attach_shader_owned(new GL::FragmentShader(ground_colorify_src));
ground_shprog.bind_attribute(7, "ground_type");
ground_shprog.link();
cube_material.set_specular(GL::Color(1.0));
cube_material.set_shininess(150);
- cube_transform.source(cube_transform_src);
- cube_transform.compile();
-
// First create a simplified shader for rendering the shadow map
GL::ProgramBuilder::StandardFeatures features;
- features.transform = true;
+ features.custom = cube_variables;
GL::ProgramBuilder(features).add_shaders(cube_shadow_shprog);
- cube_shadow_shprog.attach_shader(cube_transform);
cube_shadow_shprog.bind_attribute(7, "sphere_coord");
cube_shadow_shprog.link();
features.shadow = true;
features.reflection = true;
GL::ProgramBuilder(features).add_shaders(cube_shprog);
- cube_shprog.attach_shader(cube_transform);
cube_shprog.bind_attribute(7, "sphere_coord");
cube_shprog.link();