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layer.cpp
196 lines (127 loc) · 6.68 KB
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layer.cpp
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#include "layer.h"
#include "renderer.h"
#include "input.h"
#include "msbLight.h"
Layer::Layer(){
depthTextureID="NULL";
pickTextureID="NULL";
lightDataTextureID="NULL";
sceneTex=0;
depthTex=0;
colorTex=0;
pickTex=0;
lightDataTex=0;
sceneFBO=0;
depthFBO=0;
colorFBO=0;
pickFBO=0;
lightDataFBO=0;
color=Vector4f(1.0,1.0,1.0,1.0);
sceneShaderID="post";
registerProperties();
}
Layer::~Layer(){}
void Layer::setup(){
BasicButton::setup();
location.x=0.0f;
location.y=renderer->screenY;
location.z=-10;
scale=Vector3f(renderer->screenX,-renderer->screenY,1.0);
bScreenOverlay=true;
}
void Layer::update(double deltaTime){
}
void Layer::updateShaders(){
shaderObject* myShader= sceneData->shaderList[sceneShaderID];
if (myShader->uniforms.find("screenX") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["screenX"], renderer->screenX);
}
if (myShader->uniforms.find("screenY") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["screenY"], renderer->screenY);
}
#ifdef BDEBUGRENDERER
renderer->checkOpenGLError("ss-updateShaders...");
#endif
if (myShader->uniforms.find("scene_size") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["scene_size"], renderer->scene_size);
}
if (myShader->uniforms.find("lighting_size") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["lighting_size"], renderer->lighting_size);
}
if (myShader->uniforms.find("nearClip") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["nearClip"], renderer->nearClip);
}
if (myShader->uniforms.find("farClip") != myShader->uniforms.end()){
glUniform1fARB(myShader->uniforms["farClip"], renderer->farClip);
}
if (myShader->uniforms.find("camLoc") != myShader->uniforms.end()){
glUniform3fARB(myShader->uniforms["camLoc"], sceneData->controller->location.x,sceneData->controller->location.y,sceneData->controller->location.z);
}
if (myShader->uniforms.find("camX") != myShader->uniforms.end()){
glUniform3fARB(myShader->uniforms["camX"], sceneData->controller->xAxis.x,sceneData->controller->xAxis.y,sceneData->controller->xAxis.z);
}
if (myShader->uniforms.find("camY") != myShader->uniforms.end()){
glUniform3fARB(myShader->uniforms["camY"], sceneData->controller->yAxis.x,sceneData->controller->yAxis.y,sceneData->controller->yAxis.z);
}
if (myShader->uniforms.find("camZ") != myShader->uniforms.end()){
glUniform3fARB(myShader->uniforms["camZ"], sceneData->controller->zAxis.x,sceneData->controller->zAxis.y,sceneData->controller->zAxis.z);
}
//needs if statements because the compiler throws out stuff if not used!
if (myShader->uniforms.find("tex") != myShader->uniforms.end())
glUniform1iARB(myShader->uniforms["tex"], 0);
if (myShader->uniforms.find("depthTex") != myShader->uniforms.end())
glUniform1iARB(myShader->uniforms["depthTex"], 1);
if (myShader->uniforms.find("shadowTex") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["shadowTex"], 2);
if (myShader->uniforms.find("normalTex") != myShader->uniforms.end())
glUniform1iARB(myShader->uniforms["normalTex"], 3);
if (myShader->uniforms.find("lightViewMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["lightViewMatrix"],1,false,(GLfloat*)renderer->lightViewMatrix);
if (myShader->uniforms.find("lightViewMatrixInverse") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["lightViewMatrixInverse"],1,false,(GLfloat*)renderer->lightViewMatrixInverse);
if (myShader->uniforms.find("lightProjectionMatrixInverse") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["lightProjectionMatrixInverse"],1,false,(GLfloat*)renderer->lightProjectionMatrixInverse);
if (myShader->uniforms.find("lightProjectionMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["lightProjectionMatrix"],1,false,(GLfloat*)renderer->lightProjectionMatrix);
if (myShader->uniforms.find("cameraMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["cameraMatrix"],1,false,(GLfloat*)renderer->cameraMatrix);
if (myShader->uniforms.find("cameraRotationMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["cameraRotationMatrix"],1,false,(GLfloat*)renderer->cameraRotationMatrix);
if (myShader->uniforms.find("inverseCameraRotationMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["inverseCameraRotationMatrix"],1,false,(GLfloat*)renderer->cameraRotationMatrix);
if (myShader->uniforms.find("cameraInverse") != myShader->uniforms.end())
glUniformMatrix4fvARB(myShader->uniforms["cameraInverse"], 1,false, (GLfloat*)&renderer->inverseCameraMatrix);
if (myShader->uniforms.find("projectionMatrix") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["projectionMatrix"],1,false,(GLfloat*)renderer->projectionMatrix);
if (myShader->uniforms.find("projectionInverse") != myShader->uniforms.end())
glUniformMatrix4fv(myShader->uniforms["projectionInverse"],1,false,(GLfloat*)renderer->inverseProjectionMatrix);
if (myShader->uniforms.find("numLights") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["numLights"],sceneData->lightList.size());
if (myShader->uniforms.find("bLighting") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["bLighting"],renderer->bDrawLighting);
if (myShader->uniforms.find("bSmudge") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["bSmudge"],renderer->bDrawSmudge);
if (myShader->uniforms.find("bSSAO") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["bSSAO"],renderer->bSSAO);
if (myShader->uniforms.find("bDrawColor") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["bDrawColor"],renderer->bDrawColor);
if (myShader->uniforms.find("bDrawNormals") != myShader->uniforms.end())
glUniform1i(myShader->uniforms["bDrawNormals"],renderer->bDrawNormals);
if (myShader->uniforms.find("focus") != myShader->uniforms.end())
glUniform1f(myShader->uniforms["focus"],renderer->focus);
BasicButton::updateShaders();
}
void Layer::mouseOver(){
BasicButton::mouseOver();
}
void Layer::mouseDrag(){}
void Layer::finishDrag(){}
void Layer::clickedLeft(){}
void Layer::clickedRight(){}
void Layer::focusClick(){
BasicButton::focusClick();
}
void Layer::deselect(int depth){
BasicButton::deselect(depth);
}
void Layer::create(){sceneData->addButton(this);}