added singleton shader manager, custom widget attribute forward, parse border thickness and color for Border widget, parse and cache uniform locations, remove unused attrubutes code

This commit is contained in:
2017-01-30 19:52:32 +00:00
parent 16c1b6481e
commit a80556f418
8 changed files with 179 additions and 172 deletions

View File

@@ -1,7 +1,10 @@
#include "pch.h"
#include "shader.hpp"
bool Shader::create(std::string vertex, std::string fragment)
std::map<kShader, Shader> ShaderManager::m_shaders;
Shader* ShaderManager::m_current;
bool Shader::create(const char* vertex, const char* fragment)
{
GLint status;
static char infolog[4096];
@@ -13,7 +16,7 @@ bool Shader::create(std::string vertex, std::string fragment)
{
return false;
}
source = vertex.c_str();
source = vertex;
glShaderSource(vs, 1, &source, nullptr);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
@@ -32,7 +35,7 @@ bool Shader::create(std::string vertex, std::string fragment)
glDeleteShader(vs);
return false;
}
source = fragment.c_str();
source = fragment;
glShaderSource(fs, 1, &source, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
@@ -71,6 +74,23 @@ bool Shader::create(std::string vertex, std::string fragment)
glDeleteProgram(ps);
return false;
}
// Parse shader uniforms
{
GLint count;
GLint size; // size of the variable
GLenum type; // type of the variable (float, vec3 or mat4, etc)
const GLsizei bufSize = 16; // maximum name length
GLchar name[bufSize]; // variable name in GLSL
GLsizei length; // name length
glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
for (int i = 0; i < count; i++)
{
glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
m_umap[(kShaderUniform)const_hash(name)] = glGetUniformLocation(ps, name);
//printf("Uniform #%d Type: %u Name: %s Loc: %d\n", i, type, name, glGetUniformLocation(ps, name));
}
}
prog = ps;
@@ -80,18 +100,47 @@ void Shader::use()
{
glUseProgram(prog);
}
void Shader::u_vec4(const char* name, const glm::vec4& v)
void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
{
auto loc = glGetUniformLocation(prog, name);
glUniform4fv(loc, 1, glm::value_ptr(v));
glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_mat4(const char* name, const glm::mat4& m)
void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
{
auto loc = glGetUniformLocation(prog, name);
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(m));
glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
}
void Shader::u_int(const char* name, int i)
void Shader::u_int(kShaderUniform id, int i)
{
auto loc = glGetUniformLocation(prog, name);
glUniform1i(loc, i);
glUniform1i(m_umap[id], i);
}
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
{
return m_shaders[id].create(vertex, fragment);
}
void ShaderManager::use(kShader id)
{
m_current = &m_shaders[id];
m_current->use();
}
void ShaderManager::use(const char* name)
{
m_current = &m_shaders[(kShader)const_hash(name)];
m_current->use();
}
void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
{
m_current->u_vec4(id, v);
}
void ShaderManager::u_mat4(kShaderUniform id, const glm::mat4& m)
{
m_current->u_mat4(id, m);
}
void ShaderManager::u_int(kShaderUniform id, int i)
{
m_current->u_int(id, i);
}