ultimatepp/uppsrc/GLDraw/Code.cpp
cxl ae76caac74 GLDraw: GLCode::Mat4
git-svn-id: svn://ultimatepp.org/upp/trunk@12742 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2019-02-04 15:34:29 +00:00

138 lines
2.8 KiB
C++

#include "GLDraw.h"
namespace Upp {
GLCode::GLCode(const char *vertex_shader, const char *pixel_shader)
{
Compile(vertex_shader, pixel_shader);
Vector<Tuple2<int, const char *>> ins;
CParser p(vertex_shader);
auto readID = [&](int& n) {
String id;
n = 0;
while(!p.IsEof() && !p.IsChar(';'))
if(p.IsId()) {
id = p.ReadId();
if(p.Char('[') && p.IsInt()) {
n = p.ReadInt();
p.Char(']');
}
}
else {
p.SkipTerm();
n = 0;
}
return id;
};
int ii = 0;
while(!p.IsEof() && !p.Char('{'))
if(p.Id("attribute") || p.Id("in")) {
int n;
String id = readID(n);
if(id.GetCount())
glBindAttribLocation(program, ii++, id);
}
else
p.SkipTerm();
Link();
Use();
p.Set(pixel_shader);
int ti = 0;
while(!p.IsEof() && !p.Char('{'))
if(p.Id("sampler2D") || p.Id("sampler3D")) {
int n;
String id = readID(n);
if(id.GetCount())
if(n) {
for(int i = 0; i < n; i++) {
ASSERT(GetUniform(id + '[' + AsString(i) + ']') >= 0);
glUniform1i(GetUniform(id + '[' + AsString(i) + ']'), ti++);
}
}
else
glUniform1i(GetUniform(id), ti++);
}
else
p.SkipTerm();
}
GLCode& GLCode::Uniform(int i, double a)
{
Use();
glUniform1f(i, (float)a);
return *this;
}
GLCode& GLCode::Uniform(int i, double a, double b)
{
Use();
glUniform2f(i, (float)a, (float)b);
return *this;
}
GLCode& GLCode::Uniform(int i, double a, double b, double c)
{
Use();
glUniform3f(i, (float)a, (float)b, (float)c);
return *this;
}
GLCode& GLCode::Uniform(int i, double a, double b, double c, double d)
{
Use();
glUniform4f(i, (float)a, (float)b, (float)c, (float)d);
return *this;
}
GLCode& GLCode::Uniform(const char *id, double a)
{
Use();
glUniform1f(GetUniform(id), (float)a);
return *this;
}
GLCode& GLCode::Uniform(const char *id, double a, double b)
{
Use();
glUniform2f(GetUniform(id), (float)a, (float)b);
return *this;
}
GLCode& GLCode::Uniform(const char *id, double a, double b, double c)
{
Use();
glUniform3f(GetUniform(id), (float)a, (float)b, (float)c);
return *this;
}
GLCode& GLCode::Uniform(const char *id, double a, double b, double c, double d)
{
Use();
glUniform4f(GetUniform(id), (float)a, (float)b, (float)c, (float)d);
return *this;
}
GLCode& GLCode::operator()(const char *id, Color c, double alpha)
{
return Uniform(GetUniform(id), c, alpha);
}
GLCode& GLCode::operator()(int i, Color c, double alpha)
{
return Uniform(i, c.GetR() / 255.0f, c.GetG() / 255.0f, c.GetB() / 255.0f, alpha);
}
GLCode& GLCode::Mat4(int i, float *mat4)
{
glUniformMatrix4fv(i, 1, GL_FALSE, mat4);
return *this;
}
GLCode& GLCode::Mat4(const char *id, float *mat4)
{
return Mat4(GetUniform(id), mat4);
}
};