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author | Adrian Kummerlaender | 2018-12-16 22:09:17 +0100 |
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committer | Adrian Kummerlaender | 2018-12-16 22:09:17 +0100 |
commit | ce334547f0f0560386ca8b97f354d83da68019a5 (patch) | |
tree | 2c4e148a7e8052779da70d9cf1767cea5c44926d /src/shader/wrap | |
parent | 52cbbff72bd5516b5f325d1c88e4fcd8ca67f989 (diff) | |
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Generate fluid display using geometry shaders
This should provide much more flexibility.
For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
Diffstat (limited to 'src/shader/wrap')
-rw-r--r-- | src/shader/wrap/graphic_shader.cc | 10 | ||||
-rw-r--r-- | src/shader/wrap/graphic_shader.h | 1 |
2 files changed, 11 insertions, 0 deletions
diff --git a/src/shader/wrap/graphic_shader.cc b/src/shader/wrap/graphic_shader.cc index 0ed37ff..c891730 100644 --- a/src/shader/wrap/graphic_shader.cc +++ b/src/shader/wrap/graphic_shader.cc @@ -15,6 +15,16 @@ GraphicShader::Guard GraphicShader::use() const { return Guard(_id); } +GraphicShader::GraphicShader(const std::string& vertex, + const std::string& geometry, + const std::string fragment): + _id(glCreateProgram()) { + glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); + glAttachShader(_id, util::compileShader(geometry, GL_GEOMETRY_SHADER)); + glAttachShader(_id, util::compileShader(fragment, GL_FRAGMENT_SHADER)); + glLinkProgram(_id); +} + GraphicShader::GraphicShader(const std::string& vertex, const std::string fragment): _id(glCreateProgram()) { glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h index 25a5efb..dcae6db 100644 --- a/src/shader/wrap/graphic_shader.h +++ b/src/shader/wrap/graphic_shader.h @@ -20,6 +20,7 @@ public: Guard use() const; + GraphicShader(const std::string& vertex, const std::string& geometry, const std::string fragment); GraphicShader(const std::string& vertex, const std::string fragment); ~GraphicShader(); |