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Aquaria/BBGE/Shader.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

94 lines
2.1 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef BBGE_SHADER_H
#define BBGE_SHADER_H
#include "Base.h"
#include "ScriptObject.h"
class Shader
{
public:
Shader();
~Shader();
bool isLoaded() const;
void load(const std::string &file, const std::string &fragFile);
void loadSrc(const char *vertCode, const char *fragCode);
void reload();
void unload();
void bind();
void unbind();
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;
std::string vertSrc, fragSrc;
unsigned g_programObj;
int numUniforms;
private:
static void staticInit();
static bool _wasInited;
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[64];
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