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LitColorTextureProgram.hpp
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LitColorTextureProgram.hpp
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#pragma once
#include "GL.hpp"
#include "Load.hpp"
#include "Scene.hpp"
//Shader program that draws transformed, lit, textured vertices tinted with vertex colors:
struct LitColorTextureProgram {
LitColorTextureProgram();
~LitColorTextureProgram();
GLuint program = 0;
//Attribute (per-vertex variable) locations:
GLuint Position_vec4 = -1U;
GLuint Normal_vec3 = -1U;
GLuint Color_vec4 = -1U;
GLuint TexCoord_vec2 = -1U;
//Uniform (per-invocation variable) locations:
GLuint OBJECT_TO_CLIP_mat4 = -1U;
GLuint OBJECT_TO_LIGHT_mat4x3 = -1U;
GLuint NORMAL_TO_LIGHT_mat3 = -1U;
//lighting:
GLuint LIGHT_TYPE_int = -1U;
GLuint LIGHT_LOCATION_vec3 = -1U;
GLuint LIGHT_DIRECTION_vec3 = -1U;
GLuint LIGHT_ENERGY_vec3 = -1U;
GLuint LIGHT_CUTOFF_float = -1U;
//Textures:
//TEXTURE0 - texture that is accessed by TexCoord
};
extern Load< LitColorTextureProgram > lit_color_texture_program;
//For convenient scene-graph setup, copy this object:
// NOTE: by default, has texture bound to 1-pixel white texture -- so it's okay to use with vertex-color-only meshes.
extern Scene::Drawable::Pipeline lit_color_texture_program_pipeline;