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Introduced an interface for specifying attribute bindings, taking the opportunity to document the interface and introduce exceptions.
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@ -246,7 +246,6 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// printf("%04x\n", glGetError());
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_output_mutex->unlock();
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}
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@ -535,7 +534,7 @@ void OpenGLOutputBuilder::prepare_composite_input_shader()
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char *fragment_shader = get_input_fragment_shader();
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if(vertex_shader && fragment_shader)
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{
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composite_input_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
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composite_input_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, nullptr));
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GLint texIDUniform = composite_input_shader_program->get_uniform_location("texID");
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GLint phaseCyclesPerTickUniform = composite_input_shader_program->get_uniform_location("phaseCyclesPerTick");
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@ -622,7 +621,7 @@ std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_output_shader(char
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if(vertex_shader && fragment_shader)
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{
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shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
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shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader, nullptr));
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shader_program->bind();
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windowSizeUniform = shader_program->get_uniform_location("windowSize");
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@ -38,7 +38,7 @@ GLuint Shader::compile_shader(const char *source, GLenum type)
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return shader;
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}
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Shader::Shader(const char *vertex_shader, const char *fragment_shader)
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Shader::Shader(const char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings)
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{
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_shader_program = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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@ -46,6 +46,16 @@ Shader::Shader(const char *vertex_shader, const char *fragment_shader)
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glAttachShader(_shader_program, vertex);
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glAttachShader(_shader_program, fragment);
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if(attribute_bindings)
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{
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while(attribute_bindings->name)
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{
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glBindAttribLocation(_shader_program, attribute_bindings->index, attribute_bindings->name);
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attribute_bindings++;
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}
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}
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glLinkProgram(_shader_program);
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#if defined(DEBUG)
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@ -76,12 +86,12 @@ void Shader::bind()
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glUseProgram(_shader_program);
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}
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GLint Shader::get_attrib_location(const char *name)
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GLint Shader::get_attrib_location(const GLchar *name)
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{
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return glGetAttribLocation(_shader_program, name);
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}
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GLint Shader::get_uniform_location(const char *name)
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GLint Shader::get_uniform_location(const GLchar *name)
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{
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return glGetUniformLocation(_shader_program, name);
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}
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@ -14,12 +14,38 @@
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namespace OpenGL {
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class Shader {
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public:
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Shader(const char *vertex_shader, const char *fragment_shader);
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struct AttributeBinding {
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const GLchar *name;
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GLuint index;
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};
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/*!
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Constructs a shader, comprised of:
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param attribute_bindings Either @c nullptr or an array terminated by an entry with a @c nullptr-name of attribute bindings.
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*/
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Shader(const char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings);
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~Shader();
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/*!
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Performs an @c glUseProgram to make this the active shader.
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*/
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void bind();
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GLint get_attrib_location(const char *name);
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GLint get_uniform_location(const char *name);
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/*!
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Performs a @c glGetAttribLocation call.
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@param name The name of the attribute to locate.
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@returns The location of the requested attribute.
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*/
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GLint get_attrib_location(const GLchar *name);
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/*!
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Performs a @c glGetUniformLocation call.
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@param name The name of the uniform to locate.
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@returns The location of the requested uniform.
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*/
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GLint get_uniform_location(const GLchar *name);
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private:
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GLuint compile_shader(const char *source, GLenum type);
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