diff options
Diffstat (limited to 'include/RenderBackend')
-rw-r--r-- | include/RenderBackend/OpenGL/PixelShader.hpp | 14 | ||||
-rw-r--r-- | include/RenderBackend/OpenGL/ShaderProgram.hpp | 34 | ||||
-rw-r--r-- | include/RenderBackend/OpenGL/ShaderVec.hpp | 8 | ||||
-rw-r--r-- | include/RenderBackend/OpenGL/VertexShader.hpp | 2 |
4 files changed, 40 insertions, 18 deletions
diff --git a/include/RenderBackend/OpenGL/PixelShader.hpp b/include/RenderBackend/OpenGL/PixelShader.hpp index 3d33155..b869a8f 100644 --- a/include/RenderBackend/OpenGL/PixelShader.hpp +++ b/include/RenderBackend/OpenGL/PixelShader.hpp @@ -45,27 +45,15 @@ namespace amalgine public: PixelShader(); - const std::string& getOutputAttributeName(i32 attributeIndex); - ShaderOutputVec4 defineOutputVec4(const std::string &name); void defineMain(PixelShaderMainFunc mainFunc); void assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable); - std::string build(); + std::string build() const; private: void writeHeader(const std::string &code); void writeBody(const std::string &code); - - /* - * Throws PixelShaderTooManyAttributes if too many pixel attributes are defined for the platform. - * Throws PixelShaderAttributeAlreadyDefined if a pixel attribute with the same name has already been defined. - */ - i32 defineOutputVariable(const std::string &variableName, const char *typeName); private: std::string header; std::string body; - int locationCounter; - i32 maxPixelAttribs; // Could make this static - std::unordered_map<std::string, i32> pixelAttributes; - std::vector<std::string> pixelAttributeNames; bool mainFuncDefined; }; } diff --git a/include/RenderBackend/OpenGL/ShaderProgram.hpp b/include/RenderBackend/OpenGL/ShaderProgram.hpp new file mode 100644 index 0000000..efeae5b --- /dev/null +++ b/include/RenderBackend/OpenGL/ShaderProgram.hpp @@ -0,0 +1,34 @@ +#pragma once + +#include "VertexShader.hpp" +#include "PixelShader.hpp" +#include "../../Result.hpp" +#include "../../types.hpp" +#include <vector> + +namespace amalgine +{ + class ShaderProgram + { + public: + ShaderProgram(); + + const std::string& getOutputAttributeName(i32 attributeIndex); + ShaderOutputVec4 defineOutputVec4(const std::string &name); + //Result<std::string> addVertexShader(const VertexShader &vertexShader); + //Result<std::string> addPixelShader(const PixelShader &pixelShader); + //void build(); + private: + /* + * Throws PixelShaderTooManyAttributes if too many pixel attributes are defined for the platform. + * Throws PixelShaderAttributeAlreadyDefined if a pixel attribute with the same name has already been defined. + */ + i32 defineOutputVariable(const std::string &variableName, const char *typeName); + private: + int locationCounter; + i32 maxPixelAttribs; // Could make this static + std::unordered_map<std::string, i32> pixelAttributes; + std::vector<std::string> pixelAttributeNames; + std::vector<u32> shaderIds; + }; +} diff --git a/include/RenderBackend/OpenGL/ShaderVec.hpp b/include/RenderBackend/OpenGL/ShaderVec.hpp index 10e628c..0c0a88a 100644 --- a/include/RenderBackend/OpenGL/ShaderVec.hpp +++ b/include/RenderBackend/OpenGL/ShaderVec.hpp @@ -6,7 +6,7 @@ namespace amalgine { class VertexShader; - class PixelShader; + class ShaderProgram; class ShaderInputVec2 { @@ -62,20 +62,20 @@ namespace amalgine class ShaderOutputVec4 { - friend class PixelShader; + friend class ShaderProgram; public: const std::string& getName() const; void operator=(const ShaderVec4 &shaderVec4); private: - ShaderOutputVec4(PixelShader *_pixelShader, i32 _attributeIndex) : + ShaderOutputVec4(ShaderProgram *_pixelShader, i32 _attributeIndex) : pixelShader(_pixelShader), attributeIndex(_attributeIndex) { } private: - PixelShader *pixelShader; + ShaderProgram *shaderProgram; i32 attributeIndex; }; } diff --git a/include/RenderBackend/OpenGL/VertexShader.hpp b/include/RenderBackend/OpenGL/VertexShader.hpp index ec8be22..3239be2 100644 --- a/include/RenderBackend/OpenGL/VertexShader.hpp +++ b/include/RenderBackend/OpenGL/VertexShader.hpp @@ -48,7 +48,7 @@ namespace amalgine const std::string& getInputAttributeName(i32 attributeIndex); ShaderInputVec2 defineInputVec2(const std::string &name); void defineMain(VertexShaderMainFunc mainFunc); - std::string build(); + std::string build() const; private: void writeHeader(const std::string &code); void writeBody(const std::string &code); |