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Fixes & enhancements to shader interface code
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5 changed files with 221 additions and 56 deletions
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@ -22,13 +22,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define BBGE_SHADER_H
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#include "Base.h"
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#include "ScriptObject.h"
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class Shader
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class Shader : public ScriptObject
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{
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public:
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Shader();
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~Shader();
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bool isLoaded();
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bool isLoaded() const;
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void load(const std::string &file, const std::string &fragFile);
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void loadSrc(const char *vertCode, const char *fragCode);
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void reload();
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@ -36,16 +37,16 @@ public:
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void bind();
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void unbind();
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// TODO: design a good API for this...
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void setInt(const char *name, int x);
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void setFloat(const char *name, float x);
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void setFloat4(const char *name, float x, float y, float z, float w);
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void setInt(const char *name, int x, int y = 0, int z = 0, int w = 0);
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void setFloat(const char *name, float x, float y = 0, float z = 0, float w = 0);
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// TODO: other setters needed?
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protected:
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std::string vertFile, fragFile;
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#ifdef BBGE_BUILD_OPENGL
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GLuint g_programObj;
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int numUniforms;
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#endif
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private:
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@ -54,6 +55,41 @@ private:
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static bool _useShaders;
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static unsigned int _compileShader(int type, const char *src, char *errbuf, size_t errbufsize);
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struct Uniform
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{
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int location; // GL location variable
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int type;
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bool dirty; // need to flush if true
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union
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{
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struct
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{
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int i[4];
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};
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struct
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{
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float f[4];
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};
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} data;
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char name[32];
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bool operator< (const Uniform&) const;
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};
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static bool _sortUniform(const Uniform& a, const char *bname);
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void _queryUniforms();
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void _flushUniforms();
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void _registerUniform();
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void _setUniform(Uniform *u);
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int _getUniformIndex(const char *name);
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typedef std::vector<Uniform> UniformVec;
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UniformVec uniforms;
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bool uniformsDirty;
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};
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#endif
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