uniforms!

This commit is contained in:
EvilMuffinHa 2020-05-25 18:18:51 -04:00
parent fca84badb8
commit 7288a7ee99
5 changed files with 84 additions and 12 deletions

View File

@ -29,6 +29,8 @@ public class Renderer {
shader.bind(); shader.bind();
shader.setUniform("scale", 2.0F);
GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0); GL11.glDrawElements(GL11.GL_TRIANGLES, mesh.getIndices().length, GL11.GL_UNSIGNED_INT, 0);
shader.unbind(); shader.unbind();

View File

@ -1,8 +1,15 @@
package org.hl.engine.graphics; package org.hl.engine.graphics;
import org.hl.engine.math.lalg.Matrix4f;
import org.hl.engine.math.lalg.Vector2f;
import org.hl.engine.math.lalg.Vector3f;
import org.hl.engine.math.lalg.Vector4f;
import org.hl.engine.utils.FileUtils; import org.hl.engine.utils.FileUtils;
import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL20;
import org.lwjgl.system.MemoryUtil;
import java.nio.FloatBuffer;
public class Shader { public class Shader {
private String vertexFile; private String vertexFile;
@ -66,9 +73,40 @@ public class Shader {
return; return;
} }
GL20.glDeleteShader(vertexID); }
GL20.glDeleteShader(fragmentID);
public int getUniformLocation(String name) {
return GL20.glGetUniformLocation(programID, name);
}
public void setUniform(String name, float value) {
GL20.glUniform1f(getUniformLocation(name), value);
}
public void setUniform(String name, int value) {
GL20.glUniform1i(getUniformLocation(name), value);
}
public void setUniform(String name, boolean value) {
GL20.glUniform1i(getUniformLocation(name), value ? 1 : 0);
}
public void setUniform(String name, Vector2f value) {
GL20.glUniform2f(getUniformLocation(name), value.getX(), value.getY());
}
public void setUniform(String name, Vector3f value) {
GL20.glUniform3f(getUniformLocation(name), value.getX(), value.getY(), value.getZ());
}
public void setUniform(String name, Vector4f value) {
GL20.glUniform4f(getUniformLocation(name), value.getX(), value.getY(), value.getZ(), value.getA());
}
public void setUniform(String name, Matrix4f value) {
FloatBuffer matrix = MemoryUtil.memAllocFloat(Matrix4f.SIZE * Matrix4f.SIZE);
matrix.put(value.convertTo1D()).flip();
GL20.glUniformMatrix4fv(getUniformLocation(name), true, matrix);
} }
// Bind so we can use the shader // Bind so we can use the shader
@ -83,6 +121,12 @@ public class Shader {
// Destroy the program // Destroy the program
public void destroy() { public void destroy() {
GL20.glDetachShader(programID, vertexID);
GL20.glDetachShader(programID, fragmentID);
GL20.glDeleteShader(vertexID);
GL20.glDeleteShader(fragmentID);
GL20.glDeleteProgram(programID); GL20.glDeleteProgram(programID);
} }
} }

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@ -0,0 +1,26 @@
package org.hl.engine.math.lalg;
public class Matrix4f {
public static final int SIZE = 4;
private float[][] elements;
public float get(int x, int y) {
return elements[x][y];
}
public void set(int x, int y, float value) {
elements[x][y] = value;
}
public float[][] getAll() {
return elements;
}
public float[] convertTo1D() {
float[] returnedArray = new float[SIZE*SIZE];
int sizeOfRow = elements[0].length;
for (int i = 0; i < elements.length; i ++) {
for (int j = 0; j < sizeOfRow; j ++) {
returnedArray[i*SIZE + j] = elements[i][j];
}
}
return returnedArray;
}
}

View File

@ -1,12 +1,12 @@
#version 410 core #version 410 core
in vec3 passColor;
in vec2 passTextureCoord;
out vec4 outColor;
layout(location = 0) in vec3 passColor; uniform sampler2D tex;
layout(location = 1) in vec2 passTextureCoord;
layout(location = 0) out vec4 outColor;
void main() { void main() {
outColor = vec4(passColor, 1.0); outColor = texture(tex, passTextureCoord);
} }

View File

@ -1,7 +1,5 @@
#version 410 core #version 410 core
layout(location = 0) in vec3 position; layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color; layout(location = 1) in vec3 color;
layout(location = 2) in vec2 textureCoord; layout(location = 2) in vec2 textureCoord;
@ -12,9 +10,11 @@ layout(location = 2) in vec2 textureCoord;
layout(location = 0) out vec3 passColor; layout(location = 0) out vec3 passColor;
layout(location = 1) out vec2 passTextureCoord; layout(location = 1) out vec2 passTextureCoord;
uniform float scale;
void main() { void main() {
gl_Position = vec4(position, 1.0); gl_Position = vec4(position, 1.0) * vec4(scale, scale, scale, 1);
passColor = color; passColor = color;
passTextureCoord = textureCoord; passTextureCoord = textureCoord;