* Change usage of sample shader code to one with compatible license. * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
116 lines
4.1 KiB
C++
116 lines
4.1 KiB
C++
/***************************************************************************
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* Copyright (c) 2024 Shai Seger <shaise at gmail> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef __shader_h__
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#define __shader_h__
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#include "OpenGlWrapper.h"
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#include "linmath.h"
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namespace MillSim
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{
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class Shader
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{
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public:
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Shader()
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{}
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~Shader();
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public:
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unsigned int shaderId = 0;
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void UpdateModelMat(mat4x4 transformMat, mat4x4 normalMat);
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void UpdateProjectionMat(mat4x4 mat);
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void UpdateViewMat(mat4x4 mat);
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void UpdateEnvColor(vec3 lightPos, vec3 lightColor, vec3 ambient, float linearity);
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void UpdateScreenDimension(int width, int height);
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void UpdateObjColor(vec3 objColor);
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void UpdateObjColorAlpha(vec4 objColor);
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void UpdateNormalState(bool isInverted);
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void UpdateSsaoActive(bool isInverted);
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void UpdateTextureSlot(int slot);
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void UpdateColorTexSlot(int albedoSlot);
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void UpdatePositionTexSlot(int positionSlot);
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void UpdateNormalTexSlot(int normalSlot);
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void UpdateRandomTexSlot(int noiseSlot);
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void UpdateSsaoTexSlot(int ssaoSlot);
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void UpdateKernelVals(int nVals, float* vals);
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void UpdateCurSegment(int curSeg);
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unsigned int CompileShader(const char* name, const char* vertShader, const char* fragShader);
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void Activate();
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void Destroy();
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bool IsValid()
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{
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return shaderId > 0;
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}
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protected:
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int mModelPos = -1;
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int mNormalRotPos = -1;
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int mProjectionPos = -1;
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int mViewPos = -1;
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int mLightPosPos = -1;
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int mLightColorPos = -1;
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int mLightLinearPos = -1;
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int mLightAmbientPos = -1;
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int mObjectColorPos = -1;
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int mObjectColorAlphaPos = -1;
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int mTexSlotPos = -1;
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int mInvertedNormalsPos = -1;
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int mSsaoActivePos = -1;
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int mAlbedoPos = -1;
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int mPositionPos = -1;
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int mNormalPos = -1;
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int mSsaoPos = -1;
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int mRandTexPos = -1;
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int mSamplesPos = -1;
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int mCurSegmentPos = -1;
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int mScreenWidthPos = -1;
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int mScreenHeightPos = -1;
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const char* vertShader = nullptr;
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const char* fragShader = nullptr;
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};
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extern Shader* CurrentShader;
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extern const char* FragShaderNorm;
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extern const char* FragShaderFlat;
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extern const char* VertShader3DNorm;
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extern const char* VertShader3DInvNorm;
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extern const char* VertShader2DTex;
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extern const char* FragShader2dTex;
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extern const char* VertShader2DFbo;
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extern const char* FragShader2dFbo;
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extern const char* VertShaderGeom;
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extern const char* FragShaderGeom;
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extern const char* FragShaderSSAO;
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extern const char* FragShaderSSAOLighting;
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extern const char* FragShaderStdLighting;
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extern const char* FragShaderSSAOBlur;
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extern const char* VertShader3DLine;
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extern const char* FragShader3DLine;
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} // namespace MillSim
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#endif // !__shader_h__
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