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Fixes & enhancements to shader interface code

This commit is contained in:
fgenesis 2013-05-12 00:05:57 +02:00
commit 2ac3ad9fb1
5 changed files with 221 additions and 56 deletions

View file

@ -22,13 +22,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define BBGE_SHADER_H
#include "Base.h"
#include "ScriptObject.h"
class Shader
class Shader : public ScriptObject
{
public:
Shader();
~Shader();
bool isLoaded();
bool isLoaded() const;
void load(const std::string &file, const std::string &fragFile);
void loadSrc(const char *vertCode, const char *fragCode);
void reload();
@ -36,16 +37,16 @@ public:
void bind();
void unbind();
// TODO: design a good API for this...
void setInt(const char *name, int x);
void setFloat(const char *name, float x);
void setFloat4(const char *name, float x, float y, float z, float w);
void setInt(const char *name, int x, int y = 0, int z = 0, int w = 0);
void setFloat(const char *name, float x, float y = 0, float z = 0, float w = 0);
// TODO: other setters needed?
protected:
std::string vertFile, fragFile;
#ifdef BBGE_BUILD_OPENGL
GLuint g_programObj;
int numUniforms;
#endif
private:
@ -54,6 +55,41 @@ private:
static bool _useShaders;
static unsigned int _compileShader(int type, const char *src, char *errbuf, size_t errbufsize);
struct Uniform
{
int location; // GL location variable
int type;
bool dirty; // need to flush if true
union
{
struct
{
int i[4];
};
struct
{
float f[4];
};
} data;
char name[32];
bool operator< (const Uniform&) const;
};
static bool _sortUniform(const Uniform& a, const char *bname);
void _queryUniforms();
void _flushUniforms();
void _registerUniform();
void _setUniform(Uniform *u);
int _getUniformIndex(const char *name);
typedef std::vector<Uniform> UniformVec;
UniformVec uniforms;
bool uniformsDirty;
};
#endif