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authordec05eba <dec05eba@protonmail.com>2017-12-27 23:48:41 +0100
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:21:48 +0100
commitff4daae11db0ab811cac66e262d289a4107bba4a (patch)
tree7b62216d578a59b940dada8e794355dfb7ff3273 /include
parent2d8b61bf9fc36e933a0091e1098e62faf143412c (diff)
Add uniform (shader global variable)
Diffstat (limited to 'include')
-rw-r--r--include/RenderBackend/OpenGL/PixelShader.hpp2
-rw-r--r--include/RenderBackend/OpenGL/ShaderProgram.hpp8
-rw-r--r--include/RenderBackend/OpenGL/ShaderVec.hpp56
3 files changed, 65 insertions, 1 deletions
diff --git a/include/RenderBackend/OpenGL/PixelShader.hpp b/include/RenderBackend/OpenGL/PixelShader.hpp
index e025c6f..6794fb1 100644
--- a/include/RenderBackend/OpenGL/PixelShader.hpp
+++ b/include/RenderBackend/OpenGL/PixelShader.hpp
@@ -54,6 +54,7 @@ namespace amalgine
const std::string& getOutputAttributeName(i32 attributeIndex);
ShaderOutputVec4 defineOutputVec4(const std::string &name);
+ ShaderGlobalVec3 defineGlobalVec3(const std::string &name);
void defineMain(PixelShaderMainFunc mainFunc);
void assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable);
@@ -75,6 +76,7 @@ namespace amalgine
i32 maxPixelAttribs; // Could make this static
std::unordered_map<std::string, i32> pixelAttributes;
std::vector<ShaderAttribute> pixelAttributeNames;
+ std::unordered_map<std::string, ShaderGlobalVec> globalAttributes;
bool mainFuncDefined;
};
}
diff --git a/include/RenderBackend/OpenGL/ShaderProgram.hpp b/include/RenderBackend/OpenGL/ShaderProgram.hpp
index 2b1c5b4..c8740f8 100644
--- a/include/RenderBackend/OpenGL/ShaderProgram.hpp
+++ b/include/RenderBackend/OpenGL/ShaderProgram.hpp
@@ -3,6 +3,7 @@
#include "../../Result.hpp"
#include "../../types.hpp"
#include "../../utils.hpp"
+#include "ShaderVec.hpp"
#include <vector>
#include <stdexcept>
@@ -19,6 +20,12 @@ namespace amalgine
ShaderProgramUsedBeforeBuilt();
};
+ class ShaderProgramNonExistingGlobalVariable : public std::runtime_error
+ {
+ public:
+ ShaderProgramNonExistingGlobalVariable(const char *variableName);
+ };
+
class ShaderProgram
{
DISABLE_COPY(ShaderProgram)
@@ -31,6 +38,7 @@ namespace amalgine
Result<bool> build();
void use();
+ ShaderProgramGlobalVec3 getGlobalVec3(const char *name);
private:
u32 shaderProgramId;
bool built;
diff --git a/include/RenderBackend/OpenGL/ShaderVec.hpp b/include/RenderBackend/OpenGL/ShaderVec.hpp
index a5163ba..7c14af1 100644
--- a/include/RenderBackend/OpenGL/ShaderVec.hpp
+++ b/include/RenderBackend/OpenGL/ShaderVec.hpp
@@ -8,15 +8,60 @@ namespace amalgine
{
class VertexShader;
class PixelShader;
+ class ShaderProgram;
enum class AttributeType
{
NONE,
- VEC2
+ VEC2,
+ VEC3,
+ VEC4
};
AttributeType getAttributeTypeByName(const char *attributeName);
+ class ShaderGlobalVec
+ {
+ friend class VertexShader;
+ friend class PixelShader;
+ friend class ShaderGlobalVec3;
+ public:
+ ShaderGlobalVec() : attributeType(AttributeType::NONE) {}
+ const std::string& getName() const { return name; }
+ AttributeType getAttributeType() const { return attributeType; }
+ protected:
+ ShaderGlobalVec(const std::string &_name, AttributeType _attributeType) : name(_name), attributeType(_attributeType) {}
+ private:
+ std::string name;
+ AttributeType attributeType;
+ };
+
+ class ShaderGlobalVec3
+ {
+ friend class VertexShader;
+ friend class PixelShader;
+ public:
+ const std::string& getName() const { return globalVec.getName(); }
+ AttributeType getAttributeType() const { return globalVec.getAttributeType(); }
+ ShaderGlobalVec getVecObject() const { return globalVec; }
+ private:
+ ShaderGlobalVec3(const std::string &_name) : globalVec(_name, AttributeType::VEC3) {}
+ private:
+ ShaderGlobalVec globalVec;
+ };
+
+ class ShaderProgramGlobalVec3
+ {
+ friend class ShaderProgram;
+ public:
+ void set(f32 x = 0.0f, f32 y = 0.0f, f32 z = 0.0f);
+ private:
+ ShaderProgramGlobalVec3(ShaderProgram *_shaderProgram, i32 _uniformId) : shaderProgram(_shaderProgram), uniformId(_uniformId){}
+ private:
+ ShaderProgram *shaderProgram;
+ i32 uniformId;
+ };
+
class ShaderInputVec2
{
friend class VertexShader;
@@ -62,6 +107,15 @@ namespace amalgine
result += ")";
}
+ ShaderVec4(const ShaderGlobalVec3 &vec3, f32 w = 0.0f)
+ {
+ result = "vec4(";
+ result += vec3.getName();
+ result += ", ";
+ result += std::to_string(w);
+ result += ")";
+ }
+
const std::string& getOutput() const
{
return result;