ultimatepp/uppsrc/GLDraw/Code.cpp
cxl df9dccdc04 GLDraw (developing)
git-svn-id: svn://ultimatepp.org/upp/trunk@12425 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2018-10-27 09:52:02 +00:00

108 lines
2.2 KiB
C++

#include "GLDraw.h"
namespace Upp {
GLCode::GLCode(const char *vertex_shader, const char *pixel_shader)
{
Create(vertex_shader, pixel_shader);
Vector<Tuple2<int, const char *>> ins;
CParser p(vertex_shader);
int ii = 0;
int ti = 0;
auto readID = [&] {
String id;
while(!p.IsEof() && !p.Char(';'))
if(p.IsId())
id = p.ReadId();
else
p.SkipTerm();
return id;
};
while(!p.IsEof() && !p.Char('{'))
if(p.Id("attribute") || p.Id("in")) {
String id = readID();
if(id.GetCount())
glBindAttribLocation(program, ii++, id);
}
else
p.SkipTerm();
p.Set(pixel_shader);
while(!p.IsEof() && !p.Char('{'))
if(p.Id("sampler2D") || p.Id("sampler3D")) {
String id = readID();
if(id.GetCount())
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);
}
};