Added IRenderable, removed shader programs and allow more nuanced control of render passes, UI items are now rendered same as other scene item components.
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src/dawnopengl/display/shader/Shader.hpp
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84
src/dawnopengl/display/shader/Shader.hpp
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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/_Shader.hpp"
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#include "dawnopengl.hpp"
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#include "display/Color.hpp"
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#include "debug/debug.hpp"
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#include "ShaderParameterBuffer.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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std::string vertexShader,
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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(std::string name, int32_t location);
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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(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(std::string name);
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virtual void compile() = 0;
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void bind() override;
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void setParameterBuffer(shaderbufferlocation_t location, shaderbufferslot_t slot);
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void setMatrix(shaderparameter_t parameter, glm::mat4 matrix) override;
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void setBoolean(shaderparameter_t parameter, bool_t value) override;
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void setColor(shaderparameter_t parameter, struct Color color) override;
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void setVector3(shaderparameter_t parameter, glm::vec3 vector) override;
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void setTexture(shaderparameter_t parameter, textureslot_t texture) override;
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void setFloat(shaderparameter_t parameter, float_t value) 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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virtual ~Shader();
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};
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}
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