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authordec05eba <dec05eba@protonmail.com>2019-11-04 00:50:45 +0100
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:21:48 +0100
commit23a37b2cdd8ffde8bb85a4159888bf3a7ec35966 (patch)
tree83db7b81936621b6a2435e9b5db0de18496cd12f /src/RenderBackend/OpenGL/ShaderVec.cpp
parentfbd2e5d9a802db4fb5e056705ec599ac423e09be (diff)
Use external shaders instead of generating shader code from c++ code...
Diffstat (limited to 'src/RenderBackend/OpenGL/ShaderVec.cpp')
-rw-r--r--src/RenderBackend/OpenGL/ShaderVec.cpp69
1 files changed, 0 insertions, 69 deletions
diff --git a/src/RenderBackend/OpenGL/ShaderVec.cpp b/src/RenderBackend/OpenGL/ShaderVec.cpp
deleted file mode 100644
index 8897b84..0000000
--- a/src/RenderBackend/OpenGL/ShaderVec.cpp
+++ /dev/null
@@ -1,69 +0,0 @@
-#include "../../../include/RenderBackend/OpenGL/ShaderVec.hpp"
-#include "../../../include/RenderBackend/OpenGL/Shader.hpp"
-#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
-#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
-#include <cstring>
-#include <cassert>
-
-using namespace std;
-
-namespace amalgine
-{
- AttributeType getAttributeTypeByName(const char *attributeName)
- {
- if(strncmp(attributeName, "vec2", 4) == 0)
- {
- return AttributeType::VEC2;
- }
- else if(strncmp(attributeName, "vec3", 4) == 0)
- {
- return AttributeType::VEC3;
- }
- else if(strncmp(attributeName, "vec4", 4) == 0)
- {
- return AttributeType::VEC4;
- }
-
- assert(false);
- return AttributeType::NONE;
- }
-
- void ShaderProgramGlobalVec3::set(f32 x, f32 y, f32 z)
- {
- shaderProgram->use();
- glUniform3f(uniformId, x, y, z);
- }
-
- const string& ShaderInputVec2::getName() const
- {
- return shader->getInputAttributeName(attributeIndex);
- }
-
- void ShaderInputVec2::setData(const DeviceMemory &data)
- {
- data.use();
- AttributeType attributeType = shader->getInputAttributeType(attributeIndex);
- switch(attributeType)
- {
- case AttributeType::VEC2:
- {
- glVertexAttribPointer(attributeIndex, 2, GL_FLOAT, GL_FALSE, 0, 0);
- break;
- }
- default:
- assert(false);
- break;
- }
- glEnableVertexAttribArray(attributeIndex);
- }
-
- const string& ShaderOutputVec4::getName() const
- {
- return shader->getOutputAttributeName(attributeIndex);
- }
-
- void ShaderOutputVec4::operator=(const ShaderVec4 &shaderVec4)
- {
- shader->assign(*this, shaderVec4);
- }
-}