void PolylineStyle::constructShaderProgram() {

    std::string vertShaderSrcStr = stringFromResource("polyline.vs");
    std::string fragShaderSrcStr = stringFromResource("polyline.fs");

    m_shaderProgram->setSourceStrings(fragShaderSrcStr, vertShaderSrcStr);
}
void DebugStyle::constructShaderProgram() {

    std::string vertShaderSrcStr = stringFromResource("debug.vs");
    std::string fragShaderSrcStr = stringFromResource("debug.fs");

    m_shaderProgram->setSourceStrings(fragShaderSrcStr, vertShaderSrcStr);

}
void PolygonStyle::constructShaderProgram() {
    
    std::string vertShaderSrcStr = stringFromResource("polygon.vs");
    std::string fragShaderSrcStr = stringFromResource("polygon.fs");
    
    m_shaderProgram = std::make_shared<ShaderProgram>();
    m_shaderProgram->setSourceStrings(fragShaderSrcStr, vertShaderSrcStr);
}
void SpriteStyle::constructShaderProgram() {

    std::string fragShaderSrcStr = stringFromResource("texture.fs");
    std::string vertShaderSrcStr = stringFromResource("texture.vs");

    m_shaderProgram = std::make_shared<ShaderProgram>();
    m_shaderProgram->setSourceStrings(fragShaderSrcStr, vertShaderSrcStr);

    m_texture = std::shared_ptr<Texture>(new Texture("mapzen-logo.png"));
}
Beispiel #5
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void Light::assembleLights(std::map<std::string, std::vector<std::string>>& _sourceBlocks) {

    // Create strings to contain the assembled lighting source code
    std::string lightingBlock;

    // Concatenate all strings at the "__lighting" keys
    // (struct definitions and function definitions)

    for (const auto& string : _sourceBlocks["__lighting"]) {
        lightingBlock += string;
    }

    // After lights definitions are all added, add the main lighting functions
    if (s_mainLightingBlock.empty()) {
        s_mainLightingBlock = stringFromResource("lights.glsl");
    }
    lightingBlock += s_mainLightingBlock;

    // The main lighting functions each contain a tag where all light instances should be computed;
    // Insert all of our "lights_to_compute" at this tag

    std::string tag = "#pragma tangram: lights_to_compute";
    size_t pos = lightingBlock.find(tag) + tag.length();
    for (const auto& string : _sourceBlocks["__lights_to_compute"]) {
        lightingBlock.insert(pos, string);
        pos += string.length();
    }

    // Place our assembled lighting source code back into the map of "source blocks";
    // The assembled strings will then be injected into a shader at the "vertex_lighting"
    // and "fragment_lighting" tags
    _sourceBlocks["lighting"] = { lightingBlock };
}
Beispiel #6
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void Skybox::init() {

    std::string fragShaderSrcStr = stringFromResource("cubemap.fs");
    std::string vertShaderSrcStr = stringFromResource("cubemap.vs");

    m_shader = std::make_shared<ShaderProgram>();
    m_shader->setSourceStrings(fragShaderSrcStr, vertShaderSrcStr);

    m_texture = std::shared_ptr<Texture>(new TextureCube(m_file));
    auto layout = std::shared_ptr<VertexLayout>(new VertexLayout({
        {"a_position", 3, GL_FLOAT, false, 0},
    }));

    m_mesh = std::shared_ptr<Mesh>(new Mesh(layout, GL_TRIANGLES));

    std::vector<int> indices = {
        5, 1, 3, 3, 7, 5, // +x
        6, 2, 0, 0, 4, 6, // -x
        2, 6, 7, 7, 3, 2, // +y
        5, 4, 0, 0, 1, 5, // -y
        0, 2, 3, 3, 1, 0, // +z
        7, 6, 4, 4, 5, 7  // -z
    };

    std::vector<PosVertex> vertices = {
        { -1.0, -1.0,  1.0 },
        {  1.0, -1.0,  1.0 },
        { -1.0,  1.0,  1.0 },
        {  1.0,  1.0,  1.0 },
        { -1.0, -1.0, -1.0 },
        {  1.0, -1.0, -1.0 },
        { -1.0,  1.0, -1.0 },
        {  1.0,  1.0, -1.0 }
    };

    m_mesh->addVertices(std::move(vertices), std::move(indices));
    m_mesh->compileVertexBuffer();

}
Beispiel #7
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std::string Material::getClassBlock() {
    return stringFromResource("material.glsl") + "\n";
}