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Improvements to shader API; use handles instead of raw pointers.

This commit is contained in:
fgenesis 2013-06-15 04:11:11 +02:00
commit 6962a3e3ab
5 changed files with 145 additions and 67 deletions

View file

@ -34,7 +34,7 @@ AfterEffectManager::AfterEffectManager(int xDivs, int yDivs)
active = false;
numEffects = 0;
bRenderGridPoints = true;
scriptShader.resize(10, 0);
shaderPipeline.resize(10, 0);
screenWidth = core->getWindowWidth();
screenHeight = core->getWindowHeight();
@ -65,26 +65,7 @@ void AfterEffectManager::loadShaders()
{
deleteShaders();
Shader *sh = new Shader();
sh->load("data/shaders/test.vert", "data/shaders/test.frag");
if(sh->isLoaded())
scriptShader[0] = sh;
else
delete sh;
sh = new Shader();
sh->load("data/shaders/test2.vert", "data/shaders/test2.frag");
if(sh->isLoaded())
scriptShader[1] = sh;
else
delete sh;
sh = new Shader();
sh->load("data/shaders/test3.vert", "data/shaders/test3.frag");
if(sh->isLoaded())
scriptShader[2] = sh;
else
delete sh;
// ...Load shaders here...
}
AfterEffectManager::~AfterEffectManager()
@ -119,12 +100,15 @@ void AfterEffectManager::deleteEffects()
void AfterEffectManager::deleteShaders()
{
for(size_t i = 0; i < scriptShader.size(); ++i)
for(size_t i = 0; i < shaderPipeline.size(); ++i)
shaderPipeline[i] = 0;
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(scriptShader[i])
if(loadedShaders[i])
{
delete scriptShader[i];
scriptShader[i] = 0;
delete loadedShaders[i];
loadedShaders[i] = 0;
}
}
}
@ -210,14 +194,14 @@ void AfterEffectManager::renderGrid()
int firstShader = -1;
int lastShader = -1;
Shader *activeShader = 0;
for (size_t i = 0; i < scriptShader.size(); ++i)
for (size_t i = 0; i < shaderPipeline.size(); ++i)
{
if(scriptShader[i])
if(shaderPipeline[i])
{
if(firstShader < 0)
{
firstShader = i;
activeShader = scriptShader[i];
activeShader = shaderPipeline[i];
}
lastShader = i;
}
@ -290,7 +274,7 @@ void AfterEffectManager::renderGrid()
for(int i = firstShader + 1; i <= lastShader; ++i)
{
activeShader = scriptShader[i];
activeShader = shaderPipeline[i];
if(!activeShader)
continue;
@ -567,3 +551,79 @@ void RippleEffect::update(float dt, Vector ** drawGrid, int xDivs, int yDivs)
}
}
}
int AfterEffectManager::loadShaderFile(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->load(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
int AfterEffectManager::loadShaderSrc(const char *vert, const char *frag)
{
Shader *sh = new Shader();
sh->loadSrc(vert, frag);
if(!sh->isLoaded())
{
delete sh;
return 0;
}
return _insertShader(sh);
}
Shader *AfterEffectManager::getShaderPtr(int handle)
{
size_t idx = handle - 1;
return idx < loadedShaders.size() ? loadedShaders[idx] : 0;
}
void AfterEffectManager::setShaderPipelineSize(size_t size)
{
shaderPipeline.resize(size, 0);
}
bool AfterEffectManager::setShaderPipelinePos(int handle, size_t pos)
{
if(pos < shaderPipeline.size())
{
shaderPipeline[pos] = getShaderPtr(handle);
return true;
}
return false;
}
// returns handle (= index + 1)
int AfterEffectManager::_insertShader(Shader *sh)
{
for(size_t i = 0; i < loadedShaders.size(); ++i)
{
if(!loadedShaders[i])
{
loadedShaders[i] = sh;
return i+1;
}
}
loadedShaders.push_back(sh);
return loadedShaders.size();
}
void AfterEffectManager::unloadShader(int handle)
{
Shader *sh = getShaderPtr(handle);
if(!sh)
return;
for(size_t i = 0; i < shaderPipeline.size(); ++i)
if(shaderPipeline[i] == sh)
shaderPipeline[i] = 0;
size_t idx = handle - 1;
loadedShaders[idx] = 0;
delete sh;
}