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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +00:00

Offers a less error-prone route to attribute binding.

This commit is contained in:
Thomas Harte 2019-01-25 21:56:55 -05:00 committed by Thomas Harte
parent 73e32a9c76
commit 85ad490089
3 changed files with 38 additions and 14 deletions

View File

@ -46,6 +46,20 @@ GLuint Shader::compile_shader(const std::string &source, GLenum type) {
}
Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
init(vertex_shader, fragment_shader, attribute_bindings);
}
Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names) {
std::vector<AttributeBinding> bindings;
GLuint index = 0;
for(const auto &name: binding_names) {
bindings.emplace_back(name, index);
++index;
}
init(vertex_shader, fragment_shader, bindings);
}
void Shader::init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
shader_program_ = glCreateProgram();
const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);

View File

@ -34,6 +34,7 @@ public:
};
struct AttributeBinding {
AttributeBinding(const std::string &name, GLuint index) : name(name), index(index) {}
const std::string name;
const GLuint index;
};
@ -45,6 +46,13 @@ public:
@param attribute_bindings A vector of attribute bindings.
*/
Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings = {});
/*!
Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
@param vertex_shader The vertex shader source code.
@param fragment_shader The fragment shader source code.
@param binding_names A list of attributes to generate bindings for; these will be given indices 0...n-1.
*/
Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names);
~Shader();
/*!
@ -109,6 +117,8 @@ public:
void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values);
private:
void init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings);
GLuint compile_shader(const std::string &source, GLenum type);
GLuint shader_program_;

View File

@ -179,12 +179,12 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() const {
vertex_shader,
fragment_shader + "}",
{
{"startDataX", 0},
{"startClock", 1},
{"endDataX", 2},
{"endClock", 3},
{"dataY", 4},
{"lineY", 5},
"startDataX",
"startClock",
"endDataX",
"endClock",
"dataY",
"lineY",
}
));
}
@ -491,14 +491,14 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
vertex_shader,
fragment_shader,
{
{"startPoint", 0},
{"endPoint", 1},
{"startClock", 2},
{"endClock", 3},
{"lineY", 4},
{"lineCompositeAmplitude", 5},
{"startCompositeAngle", 6},
{"endCompositeAngle", 7},
"startPoint",
"endPoint",
"startClock",
"endClock",
"lineY",
"lineCompositeAmplitude",
"startCompositeAngle",
"endCompositeAngle"
}
);