terravisor/include/uniforms.h

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#pragma once
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <string>
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namespace Uniforms
{
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void Init();
void BufferSceneData();
//This structure mirrors the uniform block declared in the shader
struct SceneUniforms
{
glm::mat4 PV; //camera projection * view matrix
glm::vec4 eye_w = glm::vec4(0.0f, 0.0f, 3.0f, 1.0f); //world-space eye position
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};
struct GeoUniforms
{
glm::mat4 PV;
glm::mat4 M;
float minTessellation = 1.0f;
float maxTessellation = 32.0f;
float displacementScale = 0.007f;
int gridDensity = 16;
};
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struct LightUniforms
{
glm::vec4 La = glm::vec4(0.5f, 0.5f, 0.55f, 1.0f); //ambient light color
glm::vec4 Ld = glm::vec4(0.5f, 0.5f, 0.25f, 1.0f); //diffuse light color
glm::vec4 Ls = glm::vec4(0.3f); //specular light color
glm::vec4 light_w = glm::vec4(0.0f, 1.2, 1.0f, 1.0f); //world-space light position
};
struct MaterialUniforms
{
glm::vec4 ka = glm::vec4(1.0f); //ambient material color
glm::vec4 kd = glm::vec4(1.0f); //diffuse material color
glm::vec4 ks = glm::vec4(1.0f); //specular material color
float shininess = 20.0f; //specular exponent
};
extern SceneUniforms SceneData;
extern LightUniforms LightData;
extern MaterialUniforms MaterialData;
extern GeoUniforms GeoData;
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//IDs for the buffer objects holding the uniform block data
extern GLuint sceneUbo;
extern GLuint lightUbo;
extern GLuint materialUbo;
extern GLuint geoUbo;
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namespace UboBinding
{
//These values come from the binding value specified in the shader block layout
extern int scene;
extern int light;
extern int material;
extern int geo;
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};
//Locations for the uniforms which are not in uniform blocks
namespace UniformLocs
{
extern int M; //model matrix
extern int time;
};
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};