linux-wallpaperengine/src/WallpaperEngine/Render/Objects/Effects/CPass.h
Alexis Maiquez 06c519ce79 - removed useless debugging output
~ changed attribs to be registered at a list too to make it easier to use

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
2021-09-01 19:55:03 +02:00

105 lines
3.7 KiB
C++

#pragma once
#include <glm/gtc/type_ptr.hpp>
#include <utility>
#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h"
#include "WallpaperEngine/Render/Objects/Effects/CMaterial.h"
#include "WallpaperEngine/Render/Shaders/Compiler.h"
#include "WallpaperEngine/Assets/CTexture.h"
namespace WallpaperEngine::Render::Objects::Effects
{
using namespace WallpaperEngine::Assets;
using namespace WallpaperEngine::Render::Shaders::Variables;
class CMaterial;
class CPass
{
public:
CPass (CMaterial* material, Core::Objects::Images::Materials::CPass* pass);
void render (GLuint drawTo, GLuint input);
private:
enum UniformType
{
Float = 0,
Matrix4 = 1,
Integer = 2,
Vector2 = 3,
Vector3 = 4,
Vector4 = 5,
Double = 6
};
class UniformEntry
{
public:
UniformEntry (GLint id, std::string name, UniformType type, const void* value) :
id (id), name (std::move (name)), type (type), value (value) { }
GLint id;
std::string name;
UniformType type;
const void* value;
};
class AttribEntry
{
public:
AttribEntry (GLint id, std::string name, GLint type, GLint elements, const GLuint* value) :
id (id), name (std::move (name)), type (type), elements (elements), value (value) { }
GLint id;
std::string name;
GLint type;
GLint elements;
const GLuint* value;
};
static GLuint compileShader (Render::Shaders::Compiler* shader, GLuint type);
void setupTextures ();
void setupShaders ();
void setupShaderVariables ();
void setupUniforms ();
void setupAttributes ();
void addAttribute (const std::string& name, GLint type, GLint elements, const GLuint* value);
void addUniform (const std::string& name, int value);
void addUniform (const std::string& name, double value);
void addUniform (const std::string& name, float value);
void addUniform (const std::string& name, glm::vec2 value);
void addUniform (const std::string& name, glm::vec3 value);
void addUniform (const std::string& name, glm::vec4 value);
void addUniform (const std::string& name, glm::mat4 value);
void addUniform (const std::string& name, const int* value);
void addUniform (const std::string& name, const double* value);
void addUniform (const std::string& name, const float* value);
void addUniform (const std::string& name, const glm::vec2* value);
void addUniform (const std::string& name, const glm::vec3* value);
void addUniform (const std::string& name, const glm::vec4* value);
void addUniform (const std::string& name, const glm::mat4* value);
template <typename T> void addUniform (const std::string& name, UniformType type, T value);
template <typename T> void addUniform (const std::string& name, UniformType type, T* value);
CMaterial* m_material;
Core::Objects::Images::Materials::CPass* m_pass;
std::vector<CTexture*> m_textures;
std::vector<AttribEntry*> m_attribs;
std::vector<UniformEntry*> m_uniforms;
glm::mat4 m_modelViewProjectionMatrix;
Render::Shaders::Compiler* m_fragShader;
Render::Shaders::Compiler* m_vertShader;
GLuint m_programID;
// shader variables used temporary
GLint g_Texture0Rotation;
GLint g_Texture0Translation;
GLuint a_TexCoord;
GLuint a_Position;
};
}