move shader functions to cpp file. shaders now produce a warning when a uniform variable cannot be found
parent
f94ecb2e1e
commit
d6c05fa236
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@ -77,18 +77,22 @@ namespace blt::gfx
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struct IntDefaultedToMinusOne
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struct IntDefaultedToMinusOne
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{
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{
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GLint i = -1;
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GLint i = -1;
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inline explicit operator bool() const
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{
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return i != -1;
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}
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inline operator int() const
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{
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return i;
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}
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};
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};
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint programID = 0;
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GLuint programID = 0;
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inline GLint getUniformLocation(const std::string& name)
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IntDefaultedToMinusOne getUniformLocation(const std::string& name);
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{
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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public:
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public:
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inline const shader_base_t& bind() const
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inline const shader_base_t& bind() const
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@ -103,51 +107,25 @@ namespace blt::gfx
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return *this;
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return *this;
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}
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}
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inline shader_base_t& setBool(const std::string& name, bool value)
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shader_base_t& setBool(const std::string& name, bool value);
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{
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glUniform1i(getUniformLocation(name), (int) value);
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return *this;
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}
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inline void setInt(const std::string& name, int value)
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shader_base_t& setInt(const std::string& name, int value);
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{
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string& name, float value)
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shader_base_t& setFloat(const std::string& name, float value);
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{
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string& name, blt::mat4x4& matrix)
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shader_base_t& setMatrix(const std::string& name, blt::mat4x4& matrix);
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{
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string& name, const blt::vec3& vec)
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shader_base_t& setVec2(const std::string& name, const blt::vec2& vec);
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{
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string& name, const blt::vec4& vec)
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shader_base_t& setVec3(const std::string& name, const blt::vec3& vec);
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{
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
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}
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inline void setVec2(const std::string& name, float x, float y)
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shader_base_t& setVec4(const std::string& name, const blt::vec4& vec);
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{
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string& name, float x, float y, float z)
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shader_base_t& setVec2(const std::string& name, float x, float y);
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{
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string& name, float x, float y, float z, float w)
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shader_base_t& setVec3(const std::string& name, float x, float y, float z);
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{
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glUniform4f(getUniformLocation(name), x, y, z, w);
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shader_base_t& setVec4(const std::string& name, float x, float y, float z, float w);
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}
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};
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};
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/**
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/**
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@ -22,11 +22,14 @@
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namespace blt::gfx
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namespace blt::gfx
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{
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{
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static std::string removeEmptyFirstLines(const std::string& string){
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static std::string removeEmptyFirstLines(const std::string& string)
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{
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auto lines = blt::string::split(string, "\n");
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auto lines = blt::string::split(string, "\n");
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std::string new_source_string;
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std::string new_source_string;
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for (const auto& line : lines) {
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for (const auto& line : lines)
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if (!line.empty() && !blt::string::contains(line, "\"")) {
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{
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if (!line.empty() && !blt::string::contains(line, "\""))
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{
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new_source_string += line;
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new_source_string += line;
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new_source_string += "\n";
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new_source_string += "\n";
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}
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}
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@ -34,7 +37,8 @@ namespace blt::gfx
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return new_source_string;
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return new_source_string;
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}
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}
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unsigned int shader_t::createShader(const std::string& source, int type) {
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unsigned int shader_t::createShader(const std::string& source, int type)
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{
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const char* shader_code = source.c_str();
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const char* shader_code = source.c_str();
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// creates a Shader
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// creates a Shader
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unsigned int shaderID = glCreateShader(type);
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unsigned int shaderID = glCreateShader(type);
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@ -49,7 +53,8 @@ namespace blt::gfx
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// the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times.
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// the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times.
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GLint success;
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GLint success;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
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if (!success) {
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if (!success)
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{
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int log_length = 0;
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int log_length = 0;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
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@ -68,15 +73,18 @@ namespace blt::gfx
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return shaderID;
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return shaderID;
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}
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}
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shader_t::shader_t(const std::string& vertex, const std::string& fragment, bool load_as_string) {
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shader_t::shader_t(const std::string& vertex, const std::string& fragment, bool load_as_string)
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{
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// load shader sources
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// load shader sources
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std::string vertex_source = vertex;
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std::string vertex_source = vertex;
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std::string fragment_source = fragment;
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std::string fragment_source = fragment;
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if (!load_as_string){
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if (!load_as_string)
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{
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// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
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// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
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vertex_source = blt::fs::loadShaderFile(vertex);
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vertex_source = blt::fs::loadShaderFile(vertex);
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fragment_source = blt::fs::loadShaderFile(fragment);
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fragment_source = blt::fs::loadShaderFile(fragment);
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} else {
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} else
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{
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vertex_source = removeEmptyFirstLines(vertex_source);
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vertex_source = removeEmptyFirstLines(vertex_source);
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fragment_source = removeEmptyFirstLines(fragment_source);
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fragment_source = removeEmptyFirstLines(fragment_source);
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}
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}
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@ -95,7 +103,8 @@ namespace blt::gfx
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GLint success;
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GLint success;
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glGetProgramiv(programID, GL_LINK_STATUS, &success);
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glGetProgramiv(programID, GL_LINK_STATUS, &success);
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if (!success) {
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if (!success)
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{
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int log_length = 0;
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int log_length = 0;
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glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
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glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
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@ -118,12 +127,14 @@ namespace blt::gfx
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glUseProgram(0);
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glUseProgram(0);
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}
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}
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void shader_t::bindAttribute(int attribute, const std::string &name) const {
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void shader_t::bindAttribute(int attribute, const std::string& name) const
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{
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bind();
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bind();
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glBindAttribLocation(programID, attribute, name.c_str());
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glBindAttribLocation(programID, attribute, name.c_str());
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}
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}
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void shader_t::setUniformBlockLocation(const std::string &name, int location) const {
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void shader_t::setUniformBlockLocation(const std::string& name, int location) const
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{
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bind();
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bind();
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auto blockID = glGetUniformBlockIndex(programID, name.c_str());
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auto blockID = glGetUniformBlockIndex(programID, name.c_str());
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if (blockID != GL_INVALID_INDEX)
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if (blockID != GL_INVALID_INDEX)
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@ -132,7 +143,8 @@ namespace blt::gfx
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BLT_WARN("Unable to find uniform buffer '%s'. Did you forget to declare it?", name.c_str());
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BLT_WARN("Unable to find uniform buffer '%s'. Did you forget to declare it?", name.c_str());
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}
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}
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shader_t::~shader_t() {
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shader_t::~shader_t()
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{
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glUseProgram(0);
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glUseProgram(0);
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// shader was moved
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// shader was moved
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if (programID <= 0)
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if (programID <= 0)
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@ -149,7 +161,8 @@ namespace blt::gfx
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glDeleteProgram(programID);
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glDeleteProgram(programID);
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}
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}
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shader_t::shader_t(shader_t&& move) noexcept {
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shader_t::shader_t(shader_t&& move) noexcept
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{
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// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
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// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
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programID = move.programID;
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programID = move.programID;
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vertexShaderID = move.vertexShaderID;
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vertexShaderID = move.vertexShaderID;
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@ -207,4 +220,104 @@ namespace blt::gfx
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{
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{
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glDeleteBuffers(1, &uboID);
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glDeleteBuffers(1, &uboID);
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}
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}
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shader_base_t& shader_base_t::setBool(const std::string& name, bool value)
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{
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if (auto i = getUniformLocation(name))
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glUniform1i(i.i, (int) value);
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else
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BLT_WARN("Unable to find boolean uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setInt(const std::string& name, int value)
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{
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if (auto i = getUniformLocation(name))
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glUniform1i(i.i, value);
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else
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BLT_WARN("Unable to find integer uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setFloat(const std::string& name, float value)
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{
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if (auto i = getUniformLocation(name))
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glUniform1f(i.i, value);
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else
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BLT_WARN("Unable to find float uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setMatrix(const std::string& name, mat4x4& matrix)
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{
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if (auto i = getUniformLocation(name))
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glUniformMatrix4fv(i.i, 1, GL_FALSE, matrix.ptr());
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else
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BLT_WARN("Unable to find matrix uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec2(const std::string& name, const vec2& vec)
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{
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if (auto i = getUniformLocation(name))
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glUniform2f(i.i, vec.x(), vec.y());
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else
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BLT_WARN("Unable to find vec3 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec3(const std::string& name, const vec3& vec)
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{
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if (auto i = getUniformLocation(name))
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glUniform3f(i.i, vec.x(), vec.y(), vec.z());
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else
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BLT_WARN("Unable to find vec3 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec4(const std::string& name, const vec4& vec)
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{
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if (auto i = getUniformLocation(name))
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glUniform4f(i.i, vec.x(), vec.y(), vec.z(), vec.w());
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else
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BLT_WARN("Unable to find vec4 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec2(const std::string& name, float x, float y)
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{
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if (auto i = getUniformLocation(name))
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glUniform2f(i.i, x, y);
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else
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BLT_WARN("Unable to find vec2 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec3(const std::string& name, float x, float y, float z)
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{
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if (auto i = getUniformLocation(name))
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glUniform3f(i.i, x, y, z);
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else
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BLT_WARN("Unable to find vec3 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t& shader_base_t::setVec4(const std::string& name, float x, float y, float z, float w)
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{
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if (auto i = getUniformLocation(name))
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glUniform4f(i.i, x, y, z, w);
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else
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BLT_WARN("Unable to find vec4 uniform variable %s", name.c_str());
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return *this;
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}
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shader_base_t::IntDefaultedToMinusOne shader_base_t::getUniformLocation(const std::string& name)
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{
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if (uniformVars[name])
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return uniformVars[name];
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int loc = glGetUniformLocation(programID, name.c_str());
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auto& v = uniformVars[name];
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v.i = loc;
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return v;
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}
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}
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}
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