Base refactor
This commit is contained in:
@ -1,13 +0,0 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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Shader.cpp
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)
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add_subdirectory(buffers)
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add_subdirectory(shaders)
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@ -1,165 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "assert/assertgl.hpp"
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#include "Shader.hpp"
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using namespace Dawn;
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void Shader::compileShader(
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std::map<std::string, int32_t> attributeLocations,
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const std::string vertexShader,
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const std::string fragmentShader
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) {
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GLint isSuccess;
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int32_t maxLength;
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char error[1024];
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// Load the vertex shader first
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this->shaderVertex = glCreateShader(GL_VERTEX_SHADER);
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auto vertShaderC = vertexShader.c_str();
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glShaderSource(this->shaderVertex, 1, &vertShaderC, 0);
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assertNoGLError();
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glCompileShader(this->shaderVertex);
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assertNoGLError();
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// Validate
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glGetShaderiv(this->shaderVertex, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(this->shaderVertex, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderInfoLog(this->shaderVertex, maxLength, &maxLength, error);
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assertUnreachable("Error compiling vert shader %s", error);
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throw error;
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}
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assertNoGLError();
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// Now load the Frag shader
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this->shaderFrag = glCreateShader(GL_FRAGMENT_SHADER);
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auto fragShaderC = fragmentShader.c_str();
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glShaderSource(this->shaderFrag, 1, &fragShaderC, 0);
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glCompileShader(this->shaderFrag);
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glGetShaderiv(this->shaderFrag, GL_COMPILE_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetShaderiv(this->shaderFrag, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderInfoLog(this->shaderFrag, maxLength, &maxLength, error);
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glDeleteShader(this->shaderVertex);
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assertUnreachable("Error compiling frag shader %s", error);
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throw error;
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}
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assertNoGLError();
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// Now create the shader program.
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, shaderVertex);
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glAttachShader(shaderProgram, shaderFrag);
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assertNoGLError();
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// Now parse out the variables.
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#if DAWN_OPENGL_HLSL
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auto itAttr = attributeLocations.begin();
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while(itAttr != attributeLocations.end()) {
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this->bindAttributeLocation(itAttr->first, itAttr->second);
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++itAttr;
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}
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#endif
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//Bind, Verify & Use the shader program
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glLinkProgram(this->shaderProgram);
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glGetProgramiv(this->shaderProgram, GL_LINK_STATUS, &isSuccess);
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if(!isSuccess) {
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glGetProgramiv(this->shaderProgram, GL_INFO_LOG_LENGTH, &maxLength);
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glGetProgramInfoLog(this->shaderProgram, maxLength, &maxLength, error);
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glDeleteShader(this->shaderVertex);
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glDeleteShader(this->shaderFrag);
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assertUnreachable("Error compiling shader program %s", error);
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throw error;
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}
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assertNoGLError();
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}
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void Shader::bindAttributeLocation(
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const std::string name,
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const int32_t location
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) {
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if(this->shaderProgram == -1) throw "Shader has not yet been compiled";
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glBindAttribLocation(this->shaderProgram, location, name.c_str());
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assertNoGLError();
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}
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void Shader::setTexture(
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const shaderparameter_t param,
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const textureslot_t slot
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) {
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glUniform1i(param, slot);
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assertNoGLError();
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}
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shaderparameter_t Shader::getParameterByName(const std::string name) {
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return glGetUniformLocation(this->shaderProgram, name.c_str());
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}
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shaderbufferlocation_t Shader::getBufferLocationByName(const std::string name) {
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return glGetUniformBlockIndex(this->shaderProgram, name.c_str());
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}
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void Shader::setParameterBuffer(
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const shaderbufferlocation_t location,
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const shaderbufferslot_t slot
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) {
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glUniformBlockBinding(this->shaderProgram, location, slot);
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assertNoGLError();
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}
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void Shader::setMatrix(
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const shaderparameter_t uniform,
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const glm::mat4 matrix
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) {
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glUniformMatrix4fv(uniform, 1, GL_FALSE, glm::value_ptr(matrix));
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assertNoGLError();
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}
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void Shader::setBoolean(
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const shaderparameter_t uni,
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const bool value
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) {
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glUniform1i(uni, value);
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assertNoGLError();
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}
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void Shader::setColor(
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const shaderparameter_t uniform,
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const struct Color color
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) {
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glUniform4f(uniform, color.r, color.g, color.b, color.a);
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assertNoGLError();
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}
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void Shader::setVector3(
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const shaderparameter_t uniform,
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const glm::vec3 vector
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) {
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glUniform3f(uniform, vector.x, vector.y, vector.z);
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assertNoGLError();
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}
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void Shader::setFloat(
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const shaderparameter_t param,
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const float_t value
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) {
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glUniform1f(param, value);
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assertNoGLError();
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}
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void Shader::bind() {
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assertTrue(shaderProgram != -1, "Cannot bind a program that is not ready");
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glUseProgram(shaderProgram);
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assertNoGLError();
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}
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Shader::~Shader() {
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if(shaderProgram != -1) glDeleteProgram(shaderProgram);
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if(shaderVertex != -1) glDeleteShader(shaderVertex);
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if(shaderFrag != -1) glDeleteShader(shaderFrag);
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}
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@ -1,111 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/IShader.hpp"
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#include "dawnopengl.hpp"
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typedef GLuint shaderparameter_t;
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namespace Dawn {
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class Shader : public IShader<shaderparameter_t> {
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private:
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/** Pointer to an uploaded vertex shader program */
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GLuint shaderVertex = -1;
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/** Pointer to an uploaded fragment shader program */
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GLuint shaderFrag = -1;
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/** Pointer to an uploaded shader program linked */
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GLuint shaderProgram = -1;
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protected:
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/**
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* Compiles a GLSL/HLSL shader and stores it on the GPU, updates the
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* underlying pointers for you.
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*
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* @param vertexShader The string source of the vertex shader.
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* @param fragmentShader The string source of the fragment shader.
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*/
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void compileShader(
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std::map<std::string, int32_t> attributeLocations,
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const std::string vertexShader,
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const std::string fragmentShader
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);
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/**
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* Typically HLSL only, this method allows you to specify where vbo
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* attributes are bound. Typically 0 for positions, 1 for coordinates,
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* etc.
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*
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* @param name Attribute name in the HLSL shader.
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* @param location Index pointing to which location it is to be bound to.
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*/
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void bindAttributeLocation(
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const std::string name,
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const int32_t location
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);
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public:
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/**
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* Locate a shader parameter by its name.
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*
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* @param name Name of the parameter to get.
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* @return The shader parameter.
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*/
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shaderparameter_t getParameterByName(const std::string name);
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/**
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* Locate a shader buffer parameter set by its name.
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*
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* @param name Name of the buffer to get.
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* @return The shader buffer.
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*/
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shaderbufferlocation_t getBufferLocationByName(const std::string name);
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virtual void compile() override = 0;
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void bind() override;
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void setParameterBuffer(
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const shaderbufferlocation_t location,
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const shaderbufferslot_t slot
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);
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void setMatrix(
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const shaderparameter_t parameter,
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const glm::mat4 matrix
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) override;
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void setBoolean(
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const shaderparameter_t parameter,
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const bool_t value
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) override;
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void setColor(
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const shaderparameter_t parameter,
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const struct Color color
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) override;
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void setVector3(
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const shaderparameter_t parameter,
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const glm::vec3 vector
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) override;
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void setTexture(
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const shaderparameter_t parameter,
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const textureslot_t texture
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) override;
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void setFloat(
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const shaderparameter_t parameter,
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const float_t value
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) override;
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/**
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* Destroys and deletes the shader from the GPU.
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*/
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~Shader();
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};
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}
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@ -1,127 +0,0 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "dawnopengl.hpp"
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#include "display/shader/IShaderParameterBuffer.hpp"
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#include "ShaderParameterBufferTypes.hpp"
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namespace Dawn {
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typedef GLuint shaderbufferslot_t;
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typedef GLuint shaderbufferlocation_t;
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template<typename T>
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class ShaderParameterBuffer :
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public IShaderParameterBuffer<shaderbufferslot_t>
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{
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protected:
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shaderbufferlocation_t id = -1;
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size_t size;
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public:
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void init() {
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assertTrue(
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this->id == -1,
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"ShaderParameterBuffer is already initialized!"
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);
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this->size = sizeof(T);
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glGenBuffers(1, &this->id);
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assertNoGLError();
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glBindBuffer(GL_UNIFORM_BUFFER, this->id);
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assertNoGLError();
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glBufferData(GL_UNIFORM_BUFFER, this->size, NULL, GL_DYNAMIC_DRAW);
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assertNoGLError();
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}
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bool_t isReady() {
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return this->id != -1;
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}
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/**
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* Basic buffer method. Buffers the entire contents of the data struct to
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* this shader parameter buffer.
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*
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* @param data Data to buffer to the parameter.
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*/
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void buffer(T *data) {
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this->bufferRaw((void*)data);
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}
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void bind(shaderbufferslot_t location) override {
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assertTrue(this->isReady(), "ShaderParameterBuffer is not ready!");
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glBindBuffer(GL_UNIFORM_BUFFER, this->id);
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assertNoGLError();
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glBindBufferBase(GL_UNIFORM_BUFFER, location, this->id);
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assertNoGLError();
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}
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/**
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* Buffers the entire contents of the data struct to this shader param
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* buffer object.
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*
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* @param data Raw data to buffer.
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*/
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void bufferRaw(void *data) {
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this->bufferRaw(data, 0, this->size);
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}
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/**
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* Buffers a specific range of data to this shader param buffer object.
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*
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* @param data Raw data to buffer.
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* @param start Start position of the data to buffer.
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* @param length Length of the data to buffer.
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*/
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void bufferRaw(void *data, size_t start, size_t length) {
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assertTrue(this->isReady(), "ShaderParameterBuffer is not ready!");
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glBindBuffer(GL_UNIFORM_BUFFER, this->id);
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assertNoGLError();
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glBufferSubData(
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GL_UNIFORM_BUFFER, start, length, (void*)((size_t)data + start)
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);
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assertNoGLError();
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}
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/**
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* Buffers a sub-range of data to this shader param buffer object.
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*
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* @param data Raw data to buffer.
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* @param sub Pointer to the start of the sub-range.
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*/
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template<typename D>
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void buffer(T* data, D* sub) {
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size_t start = (size_t)sub - (size_t)data;
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this->bufferRaw((void*)data, start, sizeof(D));
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}
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/**
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* Buffers a sub-range of data to this shader param buffer object.
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*
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* @param data Raw data to buffer.
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* @param subStart Pointer to the start of the sub-range.
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* @param subEnd Pointer to the end of the sub-range, inclusive.
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*/
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template<typename D0, typename D1>
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void buffer(T *data, D0 *subStart, D1 *subEnd) {
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this->bufferRaw(
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(void*)data,
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(size_t)subStart - (size_t)data,
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((size_t)subEnd - (size_t)subStart) + sizeof(D1)
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);
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}
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/**
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* Destroys this shader parameter buffer.
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*/
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~ShaderParameterBuffer() {
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if(this->id != -1) {
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glDeleteBuffers(1, &this->id);
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assertNoGLError();
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this->id = -1;
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}
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}
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};
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}
|
@ -1,54 +0,0 @@
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// Copyright (c) 2023 Dominic Masters
|
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//
|
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
|
||||
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#pragma once
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#include "assert/assertgl.hpp"
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#include "util/macro.hpp"
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// Definition Helpers
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#define SHADER_PARAMETER_BUFFER_ARRAY_DEFINE(name, size, contents) \
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struct MACRO_JOIN(name, _struct) { \
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contents \
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}; \
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struct MACRO_JOIN(name, _struct) name[size];
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#define SHADER_PARAMETER_BUFFER_DEFINE(name, structure) \
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struct MACRO_JOIN(name, Data) {\
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structure; \
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}; \
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class name : public ShaderParameterBuffer<struct MACRO_JOIN(name, Data)> { };
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// Integer and Integer Arrays
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#ifdef DAWN_OPENGL_SHADER_BUFFER_INTEGER_PADDING
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#define SHADER_PARAMETER_BUFFER_INTEGER(name, i) \
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int32_t name; \
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int32_t MACRO_JOIN(padding, i)[DAWN_OPENGL_SHADER_BUFFER_INTEGER_PADDING];
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#else
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#define SHADER_PARAMETER_BUFFER_INTEGER(name, i) int32_t name;
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#endif
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#define SHADER_PARAMETER_BUFFER_INTEGER_ARRAY(name, size) SHADER_PARAMETER_BUFFER_ARRAY_DEFINE(name, size, SHADER_PARAMETER_BUFFER_INTEGER(value, 0))
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// Color and Color Arrays
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#define SHADER_PARAMETER_BUFFER_COLOR(name) \
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struct Color name;
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#define SHADER_PARAMETER_BUFFER_COLOR_ARRAY(name, size) \
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struct Color name[size];
|
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// MAT4
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#define SHADER_PARAMETER_BUFFER_MAT4(name) \
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glm::mat4 name;
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// VEC2
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#define SHADER_PARAMETER_BUFFER_VEC2(name) \
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glm::vec2 name;
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#define SHADER_PARAMETER_BUFFER_VEC2_ARRAY(name, size) \
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glm::vec2 name[size];
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||||
|
||||
// EOF Fix
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||||
#define NOTHING "Fixes an error with EOF"
|
@ -1,9 +0,0 @@
|
||||
# Copyright (c) 2023 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
)
|
@ -1,30 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/ShaderParameterBuffer.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
struct RenderPipelineShaderBufferData {
|
||||
SHADER_PARAMETER_BUFFER_MAT4(view);
|
||||
SHADER_PARAMETER_BUFFER_MAT4(projection);
|
||||
};
|
||||
|
||||
class RenderPipelineShaderBuffer : public ShaderParameterBuffer<struct RenderPipelineShaderBufferData> {
|
||||
public:
|
||||
static std::string getShaderUniformName() {
|
||||
return "ub_RenderPipeline";
|
||||
}
|
||||
|
||||
static std::string getShaderUniform() {
|
||||
return std::string(
|
||||
"layout (std140) uniform ub_RenderPipeline {\n"
|
||||
"mat4 u_View;\n"
|
||||
"mat4 u_Projection;\n"
|
||||
"};"
|
||||
);
|
||||
}
|
||||
};
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
# Copyright (c) 2023 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DAWN_TARGET_NAME}
|
||||
PRIVATE
|
||||
FontShader.cpp
|
||||
SimpleTexturedShader.cpp
|
||||
SimpleBillboardedShader.cpp
|
||||
UIShader.cpp
|
||||
)
|
@ -1,88 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "FontShader.hpp"
|
||||
#include "display/mesh/QuadMesh.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void FontShader::compile() {
|
||||
#if DAWN_OPENGL_GLSL
|
||||
this->compileShader(
|
||||
{
|
||||
{ "aPos", 0 },
|
||||
{ "aTexCoord", 1 }
|
||||
},
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"layout (std140) uniform ub_UICanvas {\n"
|
||||
"mat4 u_View;\n"
|
||||
"mat4 u_Projection;\n"
|
||||
"};"
|
||||
|
||||
"layout (shared) uniform ub_Font {\n"
|
||||
"vec4 u_FontColors[" MACRO_STRINGIFY(FONT_SHADER_PARTS_MAX) "];\n"
|
||||
"int u_FontTextures[" MACRO_STRINGIFY(FONT_SHADER_PARTS_MAX) "];\n"
|
||||
"vec2 u_FontLinePositions[" MACRO_STRINGIFY(FONT_SHADER_PARTS_MAX) "];\n"
|
||||
"int u_FontQuadMappings[" MACRO_STRINGIFY(FONT_SHADER_QUADS_MAX) "];\n"
|
||||
"};\n"
|
||||
|
||||
"uniform mat4 u_Model;\n"
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"out vec4 o_VertColor;\n"
|
||||
"flat out int o_TextIndex;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"int quadIndex = gl_VertexID / " MACRO_STRINGIFY(QUAD_VERTICE_COUNT) ";\n"
|
||||
"int partIndex = u_FontQuadMappings[quadIndex];\n"
|
||||
"gl_Position = u_Projection * u_View * u_Model * (\n"
|
||||
"vec4(aPos.xy, 0, 1.0) + vec4(u_FontLinePositions[partIndex], 0, 0)\n"
|
||||
");\n"
|
||||
"o_VertColor = u_FontColors[partIndex];\n"
|
||||
"o_TextIndex = u_FontTextures[partIndex];\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"in vec4 o_VertColor;\n"
|
||||
"flat in int o_TextIndex;\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"uniform sampler2D u_Text0;\n"
|
||||
"uniform sampler2D u_Text1;\n"
|
||||
"uniform sampler2D u_Text2;\n"
|
||||
"uniform sampler2D u_Text3;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"o_Color = o_VertColor;\n"
|
||||
"vec4 tColor;"
|
||||
"if(o_TextIndex == 0) \n{"
|
||||
"tColor = texture(u_Text0, o_TextCoord);\n"
|
||||
"} else if(o_TextIndex == 1) \n{"
|
||||
"tColor = texture(u_Text1, o_TextCoord);\n"
|
||||
"} else if(o_TextIndex == 2) \n{"
|
||||
"tColor = texture(u_Text2, o_TextCoord);\n"
|
||||
"} else {\n"
|
||||
"tColor = texture(u_Text3, o_TextCoord);\n"
|
||||
"}\n"
|
||||
"o_Color.a *= tColor.r;\n"
|
||||
"}\n"
|
||||
);
|
||||
#else
|
||||
#error Shader Type unknown
|
||||
#endif
|
||||
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->bufferUiCanvas = this->getBufferLocationByName("ub_UICanvas");
|
||||
this->bufferFont = this->getBufferLocationByName("ub_Font");
|
||||
this->paramTexture0 = this->getParameterByName("u_Text0");
|
||||
this->paramTexture1 = this->getParameterByName("u_Text1");
|
||||
this->paramTexture2 = this->getParameterByName("u_Text2");
|
||||
this->paramTexture3 = this->getParameterByName("u_Text3");
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "UIShader.hpp"
|
||||
#include "util/macro.hpp"
|
||||
|
||||
#define FONT_SHADER_PARTS_MAX 8
|
||||
#define FONT_SHADER_QUADS_MAX 1024
|
||||
#define FONT_SHADER_TEXTURE_MAX 4
|
||||
|
||||
namespace Dawn {
|
||||
SHADER_PARAMETER_BUFFER_DEFINE(FontShaderBuffer, \
|
||||
SHADER_PARAMETER_BUFFER_COLOR_ARRAY(colors, FONT_SHADER_PARTS_MAX);
|
||||
SHADER_PARAMETER_BUFFER_INTEGER_ARRAY(textures, FONT_SHADER_PARTS_MAX);
|
||||
SHADER_PARAMETER_BUFFER_VEC2_ARRAY(linePositions, FONT_SHADER_PARTS_MAX);
|
||||
SHADER_PARAMETER_BUFFER_INTEGER_ARRAY(quadMappings, FONT_SHADER_QUADS_MAX);
|
||||
);
|
||||
|
||||
class FontShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramTexture0;
|
||||
shaderparameter_t paramTexture1;
|
||||
shaderparameter_t paramTexture2;
|
||||
shaderparameter_t paramTexture3;
|
||||
shaderbufferlocation_t bufferUiCanvas;
|
||||
shaderbufferlocation_t bufferFont;
|
||||
|
||||
void compile() override;
|
||||
};
|
||||
}
|
@ -1,62 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "SimpleBillboardedShader.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void SimpleBillboardedShader::compile() {
|
||||
#if DAWN_OPENGL_GLSL
|
||||
this->compileShader(
|
||||
{
|
||||
{ "aPos", 0 },
|
||||
{ "aTexCoord", 1 }
|
||||
},
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n" +
|
||||
|
||||
RenderPipelineShaderBuffer::getShaderUniform() + ""
|
||||
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"vec3 billboardPos = u_Model[3].xyz;\n"
|
||||
"vec3 viewDirection = normalize(billboardPos - u_View[3].xyz);\n"
|
||||
"vec3 up = normalize(vec3(0, 1, 0));\n"
|
||||
"vec3 right = normalize(cross(up, viewDirection));\n"
|
||||
"up = normalize(cross(viewDirection, right));\n"
|
||||
"vec3 billboardPosCam = vec3(u_View * vec4(billboardPos, 1.0));\n"
|
||||
"gl_Position = u_Projection * vec4(billboardPosCam + (right * aPos.x + up * aPos.y), 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
#endif
|
||||
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
|
||||
this->bufferRenderPipeline = this->getBufferLocationByName(RenderPipelineShaderBuffer::getShaderUniformName());
|
||||
}
|
@ -1,21 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleBillboardedShader : public Shader {
|
||||
public:
|
||||
shaderbufferlocation_t bufferRenderPipeline;
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
|
||||
void compile() override;
|
||||
};
|
||||
}
|
@ -1,99 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "SimpleTexturedShader.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void SimpleTexturedShader::compile() {
|
||||
#if DAWN_OPENGL_GLSL
|
||||
this->compileShader(
|
||||
{
|
||||
{ "aPos", 0 },
|
||||
{ "aTexCoord", 1 }
|
||||
},
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n" +
|
||||
|
||||
RenderPipelineShaderBuffer::getShaderUniform() + ""
|
||||
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Projection * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
#elif DAWN_OPENGL_HLSL
|
||||
this->compileShader(
|
||||
{
|
||||
{ "aPos", 0 },
|
||||
{ "aTexCoord", 1 }
|
||||
},
|
||||
// Vertex Shader
|
||||
"uniform float4x4 u_Proj;\n"
|
||||
"uniform float4x4 u_View;\n"
|
||||
"uniform float4x4 u_Model;\n"
|
||||
"void main("
|
||||
"float3 aPos,\n"
|
||||
"float2 aTexCoord,\n"
|
||||
"float2 out o_TextCoord : TEXCOORD0,\n"
|
||||
"float4 out gl_Position : POSITION\n"
|
||||
") {\n"
|
||||
"o_TextCoord = aTexCoord;\n"
|
||||
"gl_Position = mul(\n"
|
||||
"mul(mul(float4(aPos, 1.0), u_Model), u_View), u_Proj\n"
|
||||
");\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"uniform float4 u_Color;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
"uniform sampler2D u_Text : TEXUNIT0;\n"
|
||||
|
||||
"float4 main(\n"
|
||||
"float2 o_TextCoord : TEXCOORD0\n"
|
||||
") {\n"
|
||||
"float4 o_Color;\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = mul(tex2D(u_Text, o_TextCoord), u_Color);\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;\n"
|
||||
"}\n"
|
||||
"return o_Color;\n"
|
||||
"}\n"
|
||||
);
|
||||
#else
|
||||
#error Shader Type must be either GLSL or HLSL
|
||||
#endif
|
||||
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
this->bufferRenderPipeline = this->getBufferLocationByName(
|
||||
RenderPipelineShaderBuffer::getShaderUniformName()
|
||||
);
|
||||
}
|
@ -1,21 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleTexturedShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
shaderbufferlocation_t bufferRenderPipeline;
|
||||
|
||||
void compile() override;
|
||||
};
|
||||
}
|
@ -1,63 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "UIShader.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void UIShader::compile() {
|
||||
#if DAWN_OPENGL_GLSL
|
||||
this->compileShader(
|
||||
{
|
||||
{ "aPos", 0 },
|
||||
{ "aTexCoord", 1 }
|
||||
},
|
||||
// Vertex Shader
|
||||
"#version 330 core\n"
|
||||
"layout (location = 0) in vec3 aPos;\n"
|
||||
"layout (location = 1) in vec2 aTexCoord;\n"
|
||||
|
||||
"layout (std140) uniform ub_UICanvas {\n"
|
||||
"mat4 u_View;\n"
|
||||
"mat4 u_Projection;\n"
|
||||
"};"
|
||||
|
||||
"uniform mat4 u_Model;\n"
|
||||
|
||||
"out vec2 o_TextCoord;\n"
|
||||
"void main() {\n"
|
||||
"gl_Position = u_Projection * u_View * u_Model * vec4(aPos, 1.0);\n"
|
||||
"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
|
||||
"}",
|
||||
|
||||
// Fragment Shader
|
||||
"#version 330 core\n"
|
||||
|
||||
"in vec2 o_TextCoord;\n"
|
||||
"out vec4 o_Color;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
"uniform bool u_HasTexture;\n"
|
||||
"uniform sampler2D u_Text;\n"
|
||||
|
||||
"void main() {\n"
|
||||
"if(u_HasTexture) {\n"
|
||||
"o_Color = texture(u_Text, o_TextCoord) * u_Color;\n"
|
||||
// "o_Color = u_Color;\n"
|
||||
// "o_Color.a = texture(u_Text, o_TextCoord).r;\n"
|
||||
"} else {\n"
|
||||
"o_Color = u_Color;"
|
||||
"}\n"
|
||||
"}\n"
|
||||
);
|
||||
#else
|
||||
#error Shader Type must be GLSL
|
||||
#endif
|
||||
|
||||
this->paramModel = this->getParameterByName("u_Model");
|
||||
this->paramColor = this->getParameterByName("u_Color");
|
||||
this->paramTexture = this->getParameterByName("u_Text");
|
||||
this->paramHasTexture = this->getParameterByName("u_HasTexture");
|
||||
this->bufferUiCanvas = this->getBufferLocationByName("ub_UICanvas");
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/Shader.hpp"
|
||||
#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
|
||||
|
||||
#define UI_SHADER_PROGRAM_PRIORITY 1000
|
||||
|
||||
namespace Dawn {
|
||||
SHADER_PARAMETER_BUFFER_DEFINE(UICanvasShaderBuffer, \
|
||||
SHADER_PARAMETER_BUFFER_MAT4(projection);
|
||||
SHADER_PARAMETER_BUFFER_MAT4(view);
|
||||
);
|
||||
|
||||
class UIShader : public Shader {
|
||||
public:
|
||||
shaderparameter_t paramModel;
|
||||
shaderparameter_t paramColor;
|
||||
shaderparameter_t paramTexture;
|
||||
shaderparameter_t paramHasTexture;
|
||||
shaderbufferlocation_t bufferUiCanvas;
|
||||
|
||||
void compile() override;
|
||||
};
|
||||
}
|
Reference in New Issue
Block a user