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#pragma once
#include "../../DataView.hpp"
#include "../../utils.hpp"
#include "../../Result.hpp"
#include "CommonShader.hpp"
#include "ShaderVec.hpp"
#include <string>
#include <unordered_map>
#include <vector>
#include <stdexcept>
#include <functional>
namespace amalgine {
class ShaderTooManyAttributes : public std::runtime_error
{
public:
ShaderTooManyAttributes(i32 maxAttributes);
};
class ShaderAttributeAlreadyDefined : public std::runtime_error
{
public:
ShaderAttributeAlreadyDefined(const std::string &attributeName);
};
class ShaderInvalidAttributeName : public std::runtime_error
{
public:
ShaderInvalidAttributeName(const std::string &attributeName);
};
class ShaderFunctionAlreadyDefined : public std::runtime_error
{
public:
ShaderFunctionAlreadyDefined(const std::string &funcName);
};
class Shader
{
DISABLE_COPY(Shader)
friend class ShaderProgram;
public:
Shader();
const std::string& getOutputAttributeName(i32 attributeIndex);
const std::string& getInputAttributeName(i32 attributeIndex) const;
AttributeType getInputAttributeType(i32 attributeIndex) const;
ShaderOutputVec4 defineOutputVec4(const std::string &name);
ShaderGlobalVec3 defineGlobalVec3(const std::string &name);
ShaderInputVec2 defineInputVec2(const std::string &name);
i32 defineInputVariable(const std::string &variableName, const char *typeName);
void assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable);
protected:
void writeHeader(const std::string &code);
void writeBody(const std::string &code);
std::string build() const;
/*
* Throws ShaderTooManyAttributes if too many attributes are defined for the platform.
* Throws ShaderAttributeAlreadyDefined if a attribute with the same name has already been defined.
*/
i32 defineOutputVariable(const std::string &variableName, const char *typeName);
protected:
std::string header;
std::string body;
int inputLocationCounter;
int outputLocationCounter;
// TOOD: Verify if this is correct. This same variable is used for both output and input variables
i32 maxAttribs; // Could make this static
std::unordered_map<std::string, i32> inputAttributes;
std::vector<ShaderAttribute> inputAttributeNames;
std::unordered_map<std::string, i32> outputAttributes;
std::vector<ShaderAttribute> outputAttributeNames;
std::unordered_map<std::string, ShaderGlobalVec> uniforms;
bool mainFuncDefined;
};
}
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