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#include "../../../include/RenderBackend/OpenGL/ShaderVec.hpp"
#include "../../../include/RenderBackend/OpenGL/VertexShader.hpp"
#include "../../../include/RenderBackend/OpenGL/PixelShader.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;
}
return AttributeType::NONE;
}
const string& ShaderInputVec2::getName() const
{
return vertexShader->getInputAttributeName(attributeIndex);
}
void ShaderInputVec2::setData(const DeviceMemory &data)
{
data.use();
AttributeType attributeType = vertexShader->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 pixelShader->getOutputAttributeName(attributeIndex);
}
void ShaderOutputVec4::operator=(const ShaderVec4 &shaderVec4)
{
pixelShader->assign(*this, shaderVec4);
}
}
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