Files
qad/qglengine/glshaders_types.h

149 lines
3.5 KiB
C++

/*
QGLView
Copyright (C) 2019 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GLSHADERS_TYPES_H
#define GLSHADERS_TYPES_H
#include "gltypes.h"
namespace QGLEngineShaders {
/// VBO
// geometry
const GLsizei pos_offset = 0;
const GLsizei normal_offset = sizeof(QVector3D) + pos_offset ;
const GLsizei tangent_offset = sizeof(QVector3D) + normal_offset ;
const GLsizei bitangent_offset = sizeof(QVector3D) + tangent_offset ;
const GLsizei tex_offset = sizeof(QVector3D) + bitangent_offset;
// object
const GLsizei material_offset = 0;
const GLsizei object_id_offset = sizeof(GLuint ) + material_offset ;
const GLsizei color_offset = sizeof(GLuint ) + object_id_offset ;
const GLsizei modelmatrix_offset = sizeof(QVector4D) + color_offset;
const GLsizei is_selected_offset = 0;
const GLuint pos_loc = 1 ; // qgl_Vertex
const GLuint normal_loc = 2 ; // qgl_Normal
const GLuint tangent_loc = 3 ; // qgl_Tangent
const GLuint bitangent_loc = 4 ; // qgl_Bitangent
const GLuint tex_loc = 5 ; // qgl_Texture
const GLuint material_loc = 6 ; // qgl_Material
const GLuint object_id_loc = 8 ; // qgl_ObjectID
const GLuint color_loc = 9 ; // qgl_ObjectColor
const GLuint modelmatrix_loc = 10; // qgl_ModelViewProjectionMatrix
const GLuint is_selected_loc = 7 ; // qgl_ObjectSelected
#pragma pack(push, 1)
struct Vertex {
QVector3D pos;
QVector3D normal;
QVector3D tangent;
QVector3D bitangent;
QVector2D tex;
};
struct Object {
Object() {
material = object_id = 0;
color = QVector4D(1,1,1,1);
QMatrix4x4().copyDataTo(modelmatrix);
}
GLuint material;
GLuint object_id;
QVector4D color;
GLfloat modelmatrix[16];
};
#pragma pack(pop)
/// UBO
enum BindingPoints {
bpMaterials,
bpLightParameters,
bpLightPositions,
};
enum MapType {
mtDiffuse = 0,
mtNormal = 1,
mtSpecular = 2,
mtRoughness = 3,
mtEmission = 4,
mtRelief = 5,
};
enum TextureArrayRole {
tarEmpty = 0,
tarMaps = 1,
};
enum EmptyMapRole {
emrWhite = 0,
emrBlue = 1,
};
#define QGL_MAPS_COUNT 6
#pragma pack(push, 1)
struct QGLMap {
QGLMap();
GLfloat offset;
GLfloat amount;
QVector2D scale;
GLuint array_index;
GLuint map_index;
GLfloat __res_2[2];
};
struct QGLMaterial {
QGLMaterial();
QVector4D color_diffuse;
QVector4D color_specular;
QVector4D color_emission;
GLfloat transparency;
GLfloat reflectivity;
GLfloat iof;
GLfloat dispersion;
QGLMap map[QGL_MAPS_COUNT];
};
struct QGLLightParameter {
QVector4D color;
//QVector4D shadowColor;
GLfloat intensity;
GLfloat startAngle;
GLfloat startAngleCos;
GLfloat endAngle;
GLfloat endAngleCos;
GLfloat constantAttenuation;
GLfloat linearAttenuation;
GLfloat quadraticAttenuation;
//GLfloat shadow;
//GLfloat shadowMatrix[16];
};
struct QGLLightPosition {
QVector4D position;
QVector4D direction;
};
#pragma pack(pop)
}
#endif // GLSHADERS_TYPES_H