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@ -50,65 +50,72 @@ Shader::~Shader()
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} |
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} |
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int32_t Shader::findUniform(std::string_view name) const |
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int32_t Shader::findUniformLocation(std::string_view name) |
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{ |
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// Cache uniform locations, prevent going to the GPU every call
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if (m_uniformLocation.find(name) != m_uniformLocation.end()) { |
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return m_uniformLocation[name]; |
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} |
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int32_t location = glGetUniformLocation(m_id, name.data()); |
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VERIFY(location != -1, "Shader could not find uniform '{}'", name); |
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m_uniformLocation[name] = location; |
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return location; |
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} |
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void Shader::setInt(std::string_view name, int value) |
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{ |
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// Set uniform int
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glUniform1i(findUniform(name), value); |
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glUniform1i(findUniformLocation(name), value); |
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} |
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void Shader::setInt(std::string_view name, int* values, uint32_t count) |
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{ |
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// Set uniform int array
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glUniform1iv(findUniform(name), count, values); |
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glUniform1iv(findUniformLocation(name), count, values); |
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} |
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void Shader::setFloat(std::string_view name, float value) const |
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void Shader::setFloat(std::string_view name, float value) |
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{ |
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// Set uniform float
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glUniform1f(findUniform(name), value); |
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glUniform1f(findUniformLocation(name), value); |
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} |
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void Shader::setFloat(std::string_view name, float v1, float v2, float v3, float v4) const |
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void Shader::setFloat(std::string_view name, float v1, float v2, float v3, float v4) |
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{ |
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// Set uniform vec4 data
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glUniform4f(findUniform(name), v1, v2, v3, v4); |
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glUniform4f(findUniformLocation(name), v1, v2, v3, v4); |
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} |
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void Shader::setFloat(std::string_view name, glm::vec2 value) const |
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void Shader::setFloat(std::string_view name, glm::vec2 value) |
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{ |
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// Set uniform vec2 data
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glUniform2f(findUniform(name), value.x, value.y); |
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glUniform2f(findUniformLocation(name), value.x, value.y); |
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} |
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void Shader::setFloat(std::string_view name, glm::vec3 value) const |
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void Shader::setFloat(std::string_view name, glm::vec3 value) |
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{ |
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// Set uniform vec3 data
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glUniform3f(findUniform(name), value.x, value.y, value.z); |
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glUniform3f(findUniformLocation(name), value.x, value.y, value.z); |
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} |
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void Shader::setFloat(std::string_view name, glm::vec4 value) const |
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void Shader::setFloat(std::string_view name, glm::vec4 value) |
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{ |
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// Set uniform vec4 data
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glUniform4f(findUniform(name), value.x, value.y, value.z, value.w); |
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glUniform4f(findUniformLocation(name), value.x, value.y, value.z, value.w); |
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} |
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void Shader::setFloat(std::string_view name, glm::mat3 matrix) const |
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void Shader::setFloat(std::string_view name, glm::mat3 matrix) |
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{ |
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// Set uniform mat3 data
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glUniformMatrix3fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix)); |
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glUniformMatrix3fv(findUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)); |
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} |
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void Shader::setFloat(std::string_view name, glm::mat4 matrix) const |
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void Shader::setFloat(std::string_view name, glm::mat4 matrix) |
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{ |
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// Set uniform mat4 data
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glUniformMatrix4fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix)); |
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glUniformMatrix4fv(findUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix)); |
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} |
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void Shader::bind() const |
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