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path: root/include/RenderBackend/OpenGL/ShaderVec.hpp
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#pragma once

#include "../../types.hpp"
#include "../../RenderBackend/OpenGL/DeviceMemory.hpp"
#include <string>

namespace amalgine
{
    class VertexShader;
    class PixelShader;
    
    enum class AttributeType
    {
        NONE,
        VEC2
    };
    
    AttributeType getAttributeTypeByName(const char *attributeName);
    
    class ShaderInputVec2
    {
        friend class VertexShader;
    public:
        const std::string& getName() const;
        void setData(const DeviceMemory &data);
    private:
        ShaderInputVec2(VertexShader *_vertexShader, i32 _attributeIndex) : 
            vertexShader(_vertexShader), 
            attributeIndex(_attributeIndex)
        {
            
        }
    private:
        VertexShader *vertexShader;
        i32 attributeIndex;
    };
    
    class ShaderVec4
    {
    public:
        ShaderVec4(f32 x = 0.0f, f32 y = 0.0f, f32 z = 0.0f, f32 w = 0.0f)
        {
            result = "vec4(";
            result += std::to_string(x);
            result += ", ";
            result += std::to_string(y);
            result += ", ";
            result += std::to_string(z);
            result += ", ";
            result += std::to_string(w);
            result += ")";
        }
        
        ShaderVec4(const ShaderInputVec2 &vec2, f32 z = 0.0f, f32 w = 0.0f)
        {
            result = "vec4(";
            result += vec2.getName();
            result += ", ";
            result += std::to_string(z);
            result += ", ";
            result += std::to_string(w);
            result += ")";
        }
        
        const std::string& getOutput() const
        {
            return result;
        }
    private:
        std::string result;
    };
    
    class ShaderOutputVec4
    {
        friend class PixelShader;
    public:
        const std::string& getName() const;
        
        void operator=(const ShaderVec4 &shaderVec4);
    private:
        ShaderOutputVec4(PixelShader *_pixelShader, i32 _attributeIndex) : 
            pixelShader(_pixelShader), 
            attributeIndex(_attributeIndex)
        {
            
        }
    private:
        PixelShader *pixelShader;
        i32 attributeIndex;
    };
}