Extract OpenGL shader attribute bindings

This commit is contained in:
2026-06-01 17:58:09 +02:00
parent 05064b3a0d
commit bdcd44b340
7 changed files with 127 additions and 19 deletions

View File

@@ -3,6 +3,7 @@
#include "shader.h"
#include "asset.h"
#include "app.h"
#include "renderer_gl/shader_bindings.h"
std::map<kShader, Shader> ShaderManager::m_shaders;
Shader* ShaderManager::m_current;
@@ -230,20 +231,11 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
glDeleteShader(fs);
glLinkProgram(ps);
if (glGetAttribLocation(ps, "pos") != -1)
glBindAttribLocation(ps, 0, "pos");
if (glGetAttribLocation(ps, "uvs") != -1)
glBindAttribLocation(ps, 1, "uvs");
if (glGetAttribLocation(ps, "uvs2") != -1)
glBindAttribLocation(ps, 2, "uvs2");
if (glGetAttribLocation(ps, "col") != -1)
glBindAttribLocation(ps, 3, "col");
if (glGetAttribLocation(ps, "nor") != -1)
glBindAttribLocation(ps, 3, "nor");
for (const auto& binding : pp::renderer::gl::panopainter_shader_attribute_bindings())
{
if (glGetAttribLocation(ps, binding.name) != -1)
glBindAttribLocation(ps, static_cast<GLuint>(binding.location), binding.name);
}
glLinkProgram(ps);
glGetProgramiv(ps, GL_LINK_STATUS, &status);