kaliber/src/engine/renderer/shader.cc

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#include "shader.h"
#include "../shader_source.h"
#include "renderer.h"
using namespace base;
namespace eng {
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Shader::Shader(Renderer* renderer) : RenderResource(renderer) {}
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Shader::~Shader() {
Destroy();
}
void Shader::Create(std::unique_ptr<ShaderSource> source,
const VertexDescripton& vd,
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Primitive primitive,
bool enable_depth_test) {
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Destroy();
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resource_id_ = renderer_->CreateShader(std::move(source), vd, primitive,
enable_depth_test);
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}
void Shader::Destroy() {
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if (IsValid()) {
renderer_->DestroyShader(resource_id_);
resource_id_ = 0;
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}
}
void Shader::Activate() {
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if (IsValid())
renderer_->ActivateShader(resource_id_);
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}
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void Shader::SetUniform(const std::string& name, const Vector2f& v) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, v);
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}
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void Shader::SetUniform(const std::string& name, const Vector3f& v) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, v);
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}
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void Shader::SetUniform(const std::string& name, const Vector4f& v) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, v);
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}
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void Shader::SetUniform(const std::string& name, const Matrix4f& m) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, m);
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}
void Shader::SetUniform(const std::string& name, float f) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, f);
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}
void Shader::SetUniform(const std::string& name, int i) {
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if (IsValid())
renderer_->SetUniform(resource_id_, name, i);
}
void Shader::UploadUniforms() {
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if (IsValid())
renderer_->UploadUniforms(resource_id_);
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}
} // namespace eng