Code re-work: shadow mapping.

This commit is contained in:
Joey de Vries
2017-04-22 20:40:35 +02:00
parent 33dd340549
commit 85530ab997
25 changed files with 1030 additions and 1074 deletions

View File

@@ -74,65 +74,65 @@ public:
}
// activate the shader
// ------------------------------------------------------------------------
void use()
void use() const
{
glUseProgram(ID);
}
// utility uniform functions
// ------------------------------------------------------------------------
void setBool(std::string name, bool value)
void setBool(std::string name, bool value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
// ------------------------------------------------------------------------
void setInt(std::string name, int value)
void setInt(std::string name, int value) const
{
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setFloat(std::string name, float value)
void setFloat(std::string name, float value) const
{
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
// ------------------------------------------------------------------------
void setVec2(std::string name, const glm::vec2 &value)
void setVec2(std::string name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec2(std::string name, float x, float y)
void setVec2(std::string name, float x, float y) const
{
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
// ------------------------------------------------------------------------
void setVec3(std::string name, const glm::vec3 &value)
void setVec3(std::string name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec3(std::string name, float x, float y, float z)
void setVec3(std::string name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
// ------------------------------------------------------------------------
void setVec4(std::string name, const glm::vec4 &value)
void setVec4(std::string name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void setVec4(std::string name, float x, float y, float z, float w)
void setVec4(std::string name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
// ------------------------------------------------------------------------
void setMat2(std::string name, const glm::mat2 &mat)
void setMat2(std::string name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat3(std::string name, const glm::mat3 &mat)
void setMat3(std::string name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
// ------------------------------------------------------------------------
void setMat4(std::string name, const glm::mat4 &mat)
void setMat4(std::string name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}