X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=character.h;h=f86830a7838964f79726733e03e29a2eefa64aed;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=f161f7d210214fabe0e07befa0aec976518477c7;hpb=51a9d6b9321b951b79dff0d52a82116c678ad8aa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/character.h b/character.h index f161f7d..f86830a 100644 --- a/character.h +++ b/character.h @@ -1,57 +1,15 @@ #ifndef CHARACTER_H #define CHARACTER_H +/* TODO: -> Common.h */ +#define VG_3D #include "vg/vg.h" + #include "model.h" #include "scene.h" #include "ik.h" #include "rigidbody.h" - -SHADER_DEFINE( shader_player, - - /*Include*/ VERTEX_STANDARD_ATTRIBUTES - - "uniform mat4 uPv;" - "uniform mat4x3 uMdl;" - "uniform float uOpacity;" - "" - "out vec4 aColour;" - "out vec2 aUv;" - "out vec3 aNorm;" - "out vec3 aCo;" - "out float aOpacity;" - "" - "void main()" - "{" - "vec3 world_pos = uMdl * vec4(a_co,1.0);" - "gl_Position = uPv * vec4(world_pos,1.0);" - - "aColour = a_colour;" - "aUv = a_uv;" - "aNorm = mat3(uMdl) * a_norm;" - "aCo = a_co;" - "aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;" - "}", - /* Fragment */ - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec4 uColour;" - "" - "in vec4 aColour;" - "in vec2 aUv;" - "in vec3 aNorm;" - "in vec3 aCo;" - "in float aOpacity;" - "" - "void main()" - "{" - "vec3 diffuse = texture( uTexMain, aUv ).rgb;" - "FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);" - "}" - , - UNIFORMS({ "uTexMain", "uPv", "uMdl", "uOpacity" }) -) +#include "shaders/character.h" #define FOREACH_PART(FN) \ FN( foot_l ) \ @@ -544,14 +502,11 @@ static void character_testpose( struct character *ch, float t ) static void character_draw( struct character *ch, float temp ) { - SHADER_USE(shader_player); - glUniformMatrix4fv( SHADER_UNIFORM( shader_player, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - - glUniform1i( SHADER_UNIFORM( shader_player, "uTexMain" ), 0 ); - glUniform1f( SHADER_UNIFORM( shader_player, "uOpacity" ), temp ); + shader_character_use(); - GLint kuMdl = SHADER_UNIFORM( shader_player, "uMdl" ); + shader_character_uPv( vg_pv ); + shader_character_uTexMain( 0 ); + shader_character_uOpacity( temp ); glEnable( GL_CULL_FACE ); glCullFace( GL_BACK ); @@ -560,7 +515,7 @@ static void character_draw( struct character *ch, float temp ) for( int i=4; imatrices[i] ); + shader_character_uMdl( ch->matrices[i] ); submodel_draw( &ch->parts[i] ); } @@ -568,22 +523,22 @@ static void character_draw( struct character *ch, float temp ) { if( ch->shoes[i] ) { - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] ); + shader_character_uMdl( ch->matrices[i] ); submodel_draw( &ch->parts[i] ); } else { - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i+2] ); + shader_character_uMdl( ch->matrices[i+2] ); submodel_draw( &ch->parts[i] ); - glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] ); + shader_character_uMdl( ch->matrices[i] ); submodel_draw( &ch->parts[i+2] ); } } } -static void character_shader_register(void) +static void character_register(void) { - SHADER_INIT(shader_player); + shader_character_register(); }