stuff
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+27
-12
@@ -6,6 +6,7 @@
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#include<glm/glm.hpp>
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#include<string>
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#include<unordered_map>
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#include<fstream>
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#include <sstream>
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#include <iostream>
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@@ -19,35 +20,49 @@ public:
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Shader(const char* vertexFile, const char* fragFile);
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void Set1F(const char* uniform, float value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniform1f(location, value);
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glUniform1f(GetLocation(uniform), value);
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};
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void Set2F(const char* uniform, glm::vec2 value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniform2f(location, value.x,value.y);
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glUniform2f(GetLocation(uniform), value.x,value.y);
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};
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void Set3F(const char* uniform, glm::vec3 value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniform3f(location, value.x,value.y,value.z);
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glUniform3f(GetLocation(uniform), value.x,value.y,value.z);
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};
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void Set4F(const char* uniform, glm::vec4 value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniform4f(location, value.x, value.y, value.z, value.w);
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glUniform4f(GetLocation(uniform), value.x, value.y, value.z, value.w);
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};
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void SetMat4(const char* uniform, glm::mat4 value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniformMatrix4fv(location,1,GL_FALSE,&value[0][0]);
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glUniformMatrix4fv(GetLocation(uniform),1,GL_FALSE,&value[0][0]);
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};
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// Uploads a whole uniform array in one call
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void SetMat4Array(const char* uniform, const glm::mat4* values, int count) {
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glUniformMatrix4fv(GetLocation(uniform),count,GL_FALSE,&values[0][0][0]);
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};
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void SetInt(const char* uniform, GLuint value) {
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GLint location = glGetUniformLocation(Shader::ID, uniform);
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glUniform1i(location, value);
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glUniform1i(GetLocation(uniform), value);
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};
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void Activate();
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void Delete();
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private:
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// Asking the driver is slow and locations never change once linked.
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// Uniforms the shader doesn't have cache as -1, which glUniform ignores.
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GLint GetLocation(const char* uniform) {
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auto existing = uniformLocations.find(uniform);
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if (existing != uniformLocations.end())
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return existing->second;
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GLint location = glGetUniformLocation(ID, uniform);
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uniformLocations.emplace(uniform, location);
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return location;
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}
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std::unordered_map<std::string, GLint> uniformLocations;
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};
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#endif
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