Move common shader data to uniform buffer
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@ -45,7 +45,12 @@ uniform Material material;
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uniform DirLight directional_light;
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uniform PointLight point_lights[POINT_LIGHT_COUNT];
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uniform SpotLight spot_light;
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uniform vec3 camera_position;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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@ -6,9 +6,14 @@ in VS_OUT {
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vec2 uv_coords;
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} fs_in;
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uniform vec3 camera_position;
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uniform samplerCube cubemap;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec4 color;
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void main() {
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@ -9,9 +9,14 @@ in VS_OUT {
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vec2 uv_coords;
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} fs_in;
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uniform vec3 camera_position;
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uniform samplerCube cubemap;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec4 color;
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void main() {
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@ -4,13 +4,18 @@ layout(location=0) in vec3 position;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 sb_view;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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out vec3 uv_coords;
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void main() {
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vec4 pos = projection * view * vec4(position, 1.0);
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vec4 pos = projection * sb_view * vec4(position, 1.0);
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gl_Position = pos.xyww;
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uv_coords = position;
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}
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@ -6,8 +6,12 @@ layout(location=2) in vec2 uv;
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uniform mat3 normal_mat;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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layout (std140) uniform Common {
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mat4 projection;
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mat4 view;
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vec3 camera_position;
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};
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// interface block
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out VS_OUT {
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53
src/main.cc
53
src/main.cc
@ -290,14 +290,6 @@ int main() {
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
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glm::mat3 normal_mat = glm::mat3(1.0f);
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main_shader.set_mat4 ("projection", projection);
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main_shader.set_float("material.shininess", 32.0f);
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light_shader.set_mat4("projection", projection);
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skybox_shader.set_mat4("projection", projection);
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reflective_shader.set_mat4("projection", projection);
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refractive_shader.set_mat4("projection", projection);
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std::vector<glm::vec3> point_light_positions = {
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glm::vec3( 0.7f, 0.2f, 2.0f),
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glm::vec3( 2.3f, -3.3f, -4.0f),
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@ -305,6 +297,9 @@ int main() {
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glm::vec3( 1.0f, 0.0f, -18.0f)
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};
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// Setup material
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main_shader.set_float("material.shininess", 32.0f);
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// Setup lights
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main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
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main_shader.set_vec3("directional_light.ambient", light_ambient);
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@ -364,6 +359,32 @@ int main() {
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GLuint cubemap = load_cubemap(cube_map_textures);
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// Generate and bind uniform buffer
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GLuint ubo;
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GLuint ubo_binding_point = 0;
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glGenBuffers(1, &ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, 144, NULL, GL_STATIC_DRAW);
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// Bind the uniform buffer object to a binding point
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// Can also be done using glBindBufferRange instead of glBindBufferBase
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glBindBufferBase(GL_UNIFORM_BUFFER, ubo_binding_point, ubo);
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// Set the shaders binding points
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GLuint main_shader_common_block_index = glGetUniformBlockIndex(main_shader.program, "Common");
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GLuint light_shader_common_block_index = glGetUniformBlockIndex(light_shader.program, "Common");
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GLuint skybox_shader_common_block_index = glGetUniformBlockIndex(skybox_shader.program, "Common");
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GLuint reflective_shader_common_block_index = glGetUniformBlockIndex(reflective_shader.program, "Common");
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GLuint refractive_shader_common_block_index = glGetUniformBlockIndex(refractive_shader.program, "Common");
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glUniformBlockBinding(main_shader.program, main_shader_common_block_index, ubo_binding_point);
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glUniformBlockBinding(light_shader.program, light_shader_common_block_index, ubo_binding_point);
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glUniformBlockBinding(skybox_shader.program, skybox_shader_common_block_index, ubo_binding_point);
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glUniformBlockBinding(reflective_shader.program, reflective_shader_common_block_index, ubo_binding_point);
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glUniformBlockBinding(refractive_shader.program, refractive_shader_common_block_index, ubo_binding_point);
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// Add projection matrix to uniform buffer
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(projection));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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const float sensitivity = 0.1f;
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int last_mouse_x = WINDOW_HALF_WIDTH;
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int last_mouse_y = WINDOW_HALF_HEIGHT;
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@ -442,18 +463,18 @@ int main() {
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camera_forward = glm::normalize(camera_forward);
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view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
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main_shader.set_vec3("camera_position", camera_position);
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// Add view matrix and camera_position to uniform buffer
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
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glBufferSubData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), sizeof(glm::vec3), glm::value_ptr(camera_position));
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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main_shader.set_vec3("spot_light.position", camera_position);
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main_shader.set_vec3("spot_light.direction", camera_forward);
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main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5)));
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main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5)));
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main_shader.set_mat4("view", view);
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light_shader.set_mat4("view", view);
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reflective_shader.set_vec3("camera_position", camera_position);
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reflective_shader.set_mat4("view", view);
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refractive_shader.set_vec3("camera_position", camera_position);
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refractive_shader.set_mat4("view", view);
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skybox_shader.set_mat4("view", glm::mat4(glm::mat3(view)));
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skybox_shader.set_mat4("sb_view", glm::mat4(glm::mat3(view)));
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// Main render pass
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glBindFramebuffer(GL_FRAMEBUFFER, offscreen_buffer.fbo);
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