mirror of
https://github.com/NoelFB/blah.git
synced 2025-02-18 12:48:27 +08:00
more graphics cleanup - removing Shader Attribute Info
This commit is contained in:
parent
4c4d495fa8
commit
134d26040c
@ -1,14 +1,10 @@
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#ifdef BLAH_USE_OPENGL
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#include <blah/graphics/graphics.h>
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#include <blah/internal/graphics_backend.h>
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#include <blah/internal/platform_backend.h>
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#include <blah/graphics/texture.h>
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#include <blah/graphics/framebuffer.h>
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#include <blah/graphics/mesh.h>
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#include <blah/graphics/shader.h>
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#include <blah/graphics/material.h>
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#include <blah/containers/stackvector.h>
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#include <blah/log.h>
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#include <blah/app.h>
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#include <stdio.h>
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#include <string.h>
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#include <stddef.h>
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@ -346,25 +342,29 @@ typedef void (APIENTRY* DEBUGPROC)(GLenum source,
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namespace Blah
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{
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// GL function pointers
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struct GL
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struct State
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{
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// GL function pointers
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#define GL_FUNC(name, ret, ...) typedef ret (*name ## Func) (__VA_ARGS__); name ## Func name;
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GL_FUNCTIONS
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#undef GL_FUNC
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// state
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void* context;
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// info
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int max_color_attachments;
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int max_element_indices;
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int max_element_vertices;
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int max_renderbuffer_size;
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int max_samples;
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int max_texture_image_units;
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int max_texture_size;
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GraphicsInfo info;
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};
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// static state
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GL gl;
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void* gl_context;
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int gl_max_color_attachments;
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int gl_max_element_indices;
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int gl_max_element_vertices;
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int gl_max_renderbuffer_size;
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int gl_max_samples;
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int gl_max_texture_image_units;
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int gl_max_texture_size;
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GraphicsInfo gl_info;
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State gl;
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// debug callback
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void APIENTRY gl_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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@ -537,9 +537,9 @@ namespace Blah
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m_gl_format = GL_RED;
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m_gl_type = GL_UNSIGNED_BYTE;
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if (width > gl_max_texture_size || height > gl_max_texture_size)
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if (width > gl.max_texture_size || height > gl.max_texture_size)
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{
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Log::error("Exceeded Max Texture Size of %i", gl_max_texture_size);
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Log::error("Exceeded Max Texture Size of %i", gl.max_texture_size);
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return;
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}
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@ -757,11 +757,10 @@ namespace Blah
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{
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private:
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GLuint m_id;
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Attributes m_attributes;
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Uniforms m_uniforms;
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Vector<UniformInfo> m_uniforms;
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public:
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GLint uniforms_loc[BLAH_UNIFORMS] = { 0 };
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Vector<GLint> uniform_locations;
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OpenGL_Shader(const ShaderData* data)
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{
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@ -833,56 +832,25 @@ namespace Blah
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// ready to go
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m_id = id;
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// get attributes
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{
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GLint active_attributes = 0;
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gl.GetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &active_attributes);
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if (active_attributes > BLAH_ATTRIBUTES)
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{
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Log::warn("Exceeding maximum shader attributes (%i / %i)", active_attributes, BLAH_ATTRIBUTES);
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active_attributes = BLAH_ATTRIBUTES;
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}
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for (int i = 0; i < active_attributes; i++)
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{
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GLsizei length;
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GLsizei size;
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GLenum type;
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GLchar name[BLAH_ATTRIBUTE_NAME];
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gl.GetActiveAttrib(id, i, BLAH_ATTRIBUTE_NAME - 1, &length, &size, &type, name);
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name[length] = '\0';
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ShaderAttribute attr;
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attr.name = name;
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attr.semantic_name = "";
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attr.semantic_location = 0;
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m_attributes.push_back(attr);
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}
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}
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// get uniforms
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{
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const int max_name_length = 256;
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GLint active_uniforms = 0;
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gl.GetProgramiv(id, GL_ACTIVE_UNIFORMS, &active_uniforms);
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if (active_uniforms > BLAH_UNIFORMS)
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{
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Log::warn("Exceeding maximum shader uniforms (%i / %i)", active_uniforms, BLAH_ATTRIBUTES);
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active_uniforms = BLAH_UNIFORMS;
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}
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for (int i = 0; i < active_uniforms; i++)
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{
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GLsizei length;
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GLsizei size;
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GLenum type;
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GLchar name[BLAH_UNIFORM_NAME];
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GLchar name[max_name_length + 1];
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gl.GetActiveUniform(id, i, BLAH_UNIFORM_NAME - 1, &length, &size, &type, name);
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gl.GetActiveUniform(id, i, max_name_length, &length, &size, &type, name);
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name[length] = '\0';
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// array names end with "[0]", and we don't want that
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for (int n = 0; n < BLAH_UNIFORM_NAME; n++)
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for (int n = 0; n < max_name_length; n++)
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if (name[n] == '[')
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{
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if (name[n + 1] == '0' && name[n + 2] == ']')
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@ -892,11 +860,11 @@ namespace Blah
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}
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}
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ShaderUniform uniform;
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UniformInfo uniform;
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uniform.name = name;
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uniform.type = UniformType::None;
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uniform.array_length = size;
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uniforms_loc[i] = gl.GetUniformLocation(id, name);
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uniform_locations.push_back(gl.GetUniformLocation(id, name));
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if (type == GL_FLOAT)
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uniform.type = UniformType::Float;
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@ -935,25 +903,15 @@ namespace Blah
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return m_id;
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}
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virtual Uniforms& uniforms() override
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virtual Vector<UniformInfo>& uniforms() override
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{
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return m_uniforms;
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}
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virtual const Uniforms& uniforms() const override
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virtual const Vector<UniformInfo>& uniforms() const override
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{
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return m_uniforms;
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}
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virtual Attributes& attributes() override
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{
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return m_attributes;
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}
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virtual const Attributes& attributes() const override
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{
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return m_attributes;
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}
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};
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class OpenGL_Mesh : public Mesh
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@ -970,8 +928,8 @@ namespace Blah
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uint16_t m_instance_size;
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uint8_t m_vertex_attribs_enabled;
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uint8_t m_instance_attribs_enabled;
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GLuint m_vertex_attribs[BLAH_ATTRIBUTES];
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GLuint m_instance_attribs[BLAH_ATTRIBUTES];
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Vector<GLuint> m_vertex_attribs;
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Vector<GLuint> m_instance_attribs;
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public:
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@ -988,8 +946,6 @@ namespace Blah
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m_instance_size = 0;
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m_vertex_attribs_enabled = 0;
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m_instance_attribs_enabled = 0;
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m_vertex_attribs[0] = 0;
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m_instance_attribs[0] = 0;
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gl.GenVertexArrays(1, &m_id);
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}
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@ -1107,17 +1063,19 @@ namespace Blah
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bool GraphicsBackend::init()
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{
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gl = State();
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// create gl context
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gl_context = PlatformBackend::gl_context_create();
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if (gl_context == nullptr)
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gl.context = PlatformBackend::gl_context_create();
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if (gl.context == nullptr)
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{
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Log::error("Failed to create OpenGL Context");
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return false;
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}
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PlatformBackend::gl_context_make_current(gl_context);
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PlatformBackend::gl_context_make_current(gl.context);
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// bind opengl functions
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#define GL_FUNC(name, ...) gl.name = (GL::name ## Func)(PlatformBackend::gl_get_func("gl" #name));
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#define GL_FUNC(name, ...) gl.name = (State::name ## Func)(PlatformBackend::gl_get_func("gl" #name));
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GL_FUNCTIONS
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#undef GL_FUNC
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@ -1130,13 +1088,13 @@ namespace Blah
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}
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// get opengl info
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gl.GetIntegerv(0x8CDF, &gl_max_color_attachments);
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gl.GetIntegerv(0x80E9, &gl_max_element_indices);
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gl.GetIntegerv(0x80E8, &gl_max_element_vertices);
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gl.GetIntegerv(0x84E8, &gl_max_renderbuffer_size);
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gl.GetIntegerv(0x8D57, &gl_max_samples);
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gl.GetIntegerv(0x8872, &gl_max_texture_image_units);
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gl.GetIntegerv(0x0D33, &gl_max_texture_size);
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gl.GetIntegerv(0x8CDF, &gl.max_color_attachments);
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gl.GetIntegerv(0x80E9, &gl.max_element_indices);
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gl.GetIntegerv(0x80E8, &gl.max_element_vertices);
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gl.GetIntegerv(0x84E8, &gl.max_renderbuffer_size);
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gl.GetIntegerv(0x8D57, &gl.max_samples);
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gl.GetIntegerv(0x8872, &gl.max_texture_image_units);
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gl.GetIntegerv(0x0D33, &gl.max_texture_size);
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// log
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Log::print("OpenGL %s, %s",
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@ -1148,9 +1106,9 @@ namespace Blah
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gl.PixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// assign info
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gl_info.instancing = true;
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gl_info.origin_bottom_left = true;
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gl_info.max_texture_size = gl_max_texture_size;
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gl.info.instancing = true;
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gl.info.origin_bottom_left = true;
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gl.info.max_texture_size = gl.max_texture_size;
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return true;
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}
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@ -1162,13 +1120,13 @@ namespace Blah
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void GraphicsBackend::shutdown()
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{
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PlatformBackend::gl_context_destroy(gl_context);
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gl_context = nullptr;
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PlatformBackend::gl_context_destroy(gl.context);
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gl.context = nullptr;
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}
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const GraphicsInfo* GraphicsBackend::info()
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{
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return &gl_info;
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return &gl.info;
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}
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void GraphicsBackend::frame() {}
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@ -1261,7 +1219,7 @@ namespace Blah
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auto& uniforms = shader->uniforms();
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for (int i = 0; i < uniforms.size(); i++)
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{
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auto location = shader->uniforms_loc[i];
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auto location = shader->uniform_locations[i];
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auto& uniform = uniforms[i];
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// Sampler 2D
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@ -1340,7 +1298,6 @@ namespace Blah
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((int)call.blend.mask & (int)BlendMask::Blue),
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((int)call.blend.mask & (int)BlendMask::Alpha));
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unsigned char r = call.blend.rgba >> 24;
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unsigned char g = call.blend.rgba >> 16;
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unsigned char b = call.blend.rgba >> 8;
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@ -396,7 +396,6 @@ void PlatformBackend::set_size(int width, int height)
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void PlatformBackend::get_draw_size(int* width, int* height)
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{
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auto config = App::config();
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if (GraphicsBackend::renderer() == GraphicsRenderer::OpenGL)
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{
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SDL_GL_GetDrawableSize(window, width, height);
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@ -5,6 +5,7 @@
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#include <blah/graphics/shader.h>
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#include <blah/graphics/material.h>
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#include <blah/math/calc.h>
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#include <blah/app.h>
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using namespace Blah;
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@ -1,6 +1,7 @@
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#include <blah/drawing/spritefont.h>
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#include <blah/images/font.h>
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#include <blah/images/packer.h>
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#include <blah/graphics/graphics.h>
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#include <blah/log.h>
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using namespace Blah;
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@ -1,9 +1,11 @@
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#pragma once
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#include <blah/graphics/graphics.h>
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#include <blah/graphics/texture.h>
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#include <blah/containers/stackvector.h>
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#include <memory>
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// 4 color attachments + 1 depth/stencil
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#define BLAH_ATTACHMENTS 5
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namespace Blah
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{
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typedef StackVector<TextureRef, BLAH_ATTACHMENTS> Attachments;
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@ -5,6 +5,7 @@
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#include <blah/graphics/material.h>
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#include <blah/graphics/shader.h>
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#include <blah/log.h>
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#include <blah/app.h>
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#include <blah/internal/graphics_backend.h>
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#include <blah/images/image.h>
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#include <string.h>
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@ -1,78 +1,19 @@
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#pragma once
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#include <inttypes.h>
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#include <blah/app.h>
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#include <blah/math/point.h>
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#include <blah/math/rect.h>
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#include <blah/containers/str.h>
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#include <blah/graphics/texture.h>
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#include <blah/graphics/framebuffer.h>
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#include <blah/graphics/mesh.h>
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#include <blah/graphics/shader.h>
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#include <blah/graphics/material.h>
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#include <memory>
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#define BLAH_ATTACHMENTS 5 // 4 color attachments + 1 depth/stencil
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#define BLAH_UNIFORMS 16 // 16 shader uniforms
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#define BLAH_ATTRIBUTES 16 // 16 shader attributes
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#define BLAH_ATTRIBUTE_NAME 32 // max shader attribute name length
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#define BLAH_UNIFORM_NAME 32 // max shader uniform name length
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namespace Blah
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{
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class Stream;
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class Image;
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class Texture;
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typedef std::shared_ptr<Texture> TextureRef;
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class FrameBuffer;
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typedef std::shared_ptr<FrameBuffer> FrameBufferRef;
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class Material;
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typedef std::shared_ptr<Material> MaterialRef;
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class Shader;
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typedef std::shared_ptr<Shader> ShaderRef;
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class Mesh;
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typedef std::shared_ptr<Mesh> MeshRef;
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enum class GraphicsRenderer
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{
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None = -1,
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OpenGL,
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D3D11,
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Metal,
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Count
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};
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struct GraphicsInfo
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{
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bool instancing = false;
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bool origin_bottom_left = false;
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int max_texture_size = 0;
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};
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enum class TextureFilter
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{
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None,
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Linear,
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Nearest
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};
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enum class TextureWrap
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{
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None,
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Clamp,
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Repeat
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};
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enum class TextureFormat
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{
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None,
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R,
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RG,
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RGB,
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RGBA,
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DepthStencil,
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Count
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};
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enum class Compare
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{
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None,
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@ -129,11 +70,11 @@ namespace Blah
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enum class BlendMask
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{
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None = 0,
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Red = 1,
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Red = 1,
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Green = 2,
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Blue = 4,
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Alpha = 8,
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RGB = Red | Green | Blue,
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RGB = Red | Green | Blue,
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RGBA = Red | Green | Blue | Alpha,
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};
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@ -185,78 +126,6 @@ namespace Blah
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static const BlendMode Subtract;
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};
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enum class UniformType
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{
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None,
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Float,
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Float2,
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Float3,
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Float4,
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Mat3x2,
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Mat4x4,
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Texture
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};
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enum class VertexSemantics
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{
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None,
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Position,
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Normal,
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Bitangent,
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Color0,
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Color1,
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Color2,
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Color3,
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Indices,
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Weight,
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Texcoord0,
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Texcoord1,
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Texcoord2,
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Texcoord3,
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Texcoord4,
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Texcoord5,
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Texcoord6,
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Texcoord7
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};
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enum class VertexAttributeType
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{
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None,
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Byte,
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Short,
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Int,
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Float
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};
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struct VertexAttribute
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{
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int index;
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VertexSemantics semantics;
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VertexAttributeType type;
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int components;
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bool normalized;
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};
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struct ShaderData
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{
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const char* vertex;
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const char* fragment;
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};
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struct ShaderUniform
|
||||
{
|
||||
StrOf<BLAH_UNIFORM_NAME> name;
|
||||
UniformType type;
|
||||
int array_length;
|
||||
};
|
||||
|
||||
struct ShaderAttribute
|
||||
{
|
||||
StrOf<BLAH_ATTRIBUTE_NAME> name;
|
||||
StrOf<BLAH_ATTRIBUTE_NAME> semantic_name;
|
||||
int semantic_location;
|
||||
};
|
||||
|
||||
struct RenderCall
|
||||
{
|
||||
// Framebuffer to draw to
|
||||
@ -302,6 +171,22 @@ namespace Blah
|
||||
RenderCall();
|
||||
};
|
||||
|
||||
enum class GraphicsRenderer
|
||||
{
|
||||
None = -1,
|
||||
OpenGL,
|
||||
D3D11,
|
||||
Metal,
|
||||
Count
|
||||
};
|
||||
|
||||
struct GraphicsInfo
|
||||
{
|
||||
bool instancing = false;
|
||||
bool origin_bottom_left = false;
|
||||
int max_texture_size = 0;
|
||||
};
|
||||
|
||||
namespace Graphics
|
||||
{
|
||||
const FrameBufferRef backbuffer;
|
||||
|
@ -5,7 +5,7 @@ using namespace Blah;
|
||||
|
||||
namespace
|
||||
{
|
||||
int calc_uniform_size(const ShaderUniform& uniform)
|
||||
int calc_uniform_size(const UniformInfo& uniform)
|
||||
{
|
||||
int components = 0;
|
||||
|
||||
@ -31,8 +31,8 @@ Material::Material(const ShaderRef& shader)
|
||||
BLAH_ASSERT(shader, "Material is being created with an invalid shader");
|
||||
m_shader = shader;
|
||||
|
||||
Uniforms uniforms = shader->uniforms();
|
||||
StackVector<size_t, BLAH_UNIFORMS> float_offsets;
|
||||
auto& uniforms = shader->uniforms();
|
||||
Vector<size_t> float_offsets;
|
||||
size_t float_size = 0;
|
||||
|
||||
for (auto& uniform : uniforms)
|
||||
|
@ -1,10 +1,49 @@
|
||||
#pragma once
|
||||
#include <inttypes.h>
|
||||
#include <blah/graphics/graphics.h>
|
||||
#include <memory>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
enum class VertexSemantics
|
||||
{
|
||||
None,
|
||||
Position,
|
||||
Normal,
|
||||
Bitangent,
|
||||
Color0,
|
||||
Color1,
|
||||
Color2,
|
||||
Color3,
|
||||
Indices,
|
||||
Weight,
|
||||
Texcoord0,
|
||||
Texcoord1,
|
||||
Texcoord2,
|
||||
Texcoord3,
|
||||
Texcoord4,
|
||||
Texcoord5,
|
||||
Texcoord6,
|
||||
Texcoord7
|
||||
};
|
||||
|
||||
enum class VertexAttributeType
|
||||
{
|
||||
None,
|
||||
Byte,
|
||||
Short,
|
||||
Int,
|
||||
Float
|
||||
};
|
||||
|
||||
struct VertexAttribute
|
||||
{
|
||||
int index;
|
||||
VertexSemantics semantics;
|
||||
VertexAttributeType type;
|
||||
int components;
|
||||
bool normalized;
|
||||
};
|
||||
|
||||
class Mesh
|
||||
{
|
||||
public:
|
||||
|
@ -1,12 +1,34 @@
|
||||
#pragma once
|
||||
#include <blah/graphics/graphics.h>
|
||||
#include <blah/containers/stackvector.h>
|
||||
#include <blah/containers/str.h>
|
||||
#include <memory>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
typedef StackVector<ShaderUniform, BLAH_UNIFORMS> Uniforms;
|
||||
typedef StackVector<ShaderAttribute, BLAH_ATTRIBUTES> Attributes;
|
||||
enum class UniformType
|
||||
{
|
||||
None,
|
||||
Float,
|
||||
Float2,
|
||||
Float3,
|
||||
Float4,
|
||||
Mat3x2,
|
||||
Mat4x4,
|
||||
Texture
|
||||
};
|
||||
|
||||
struct UniformInfo
|
||||
{
|
||||
String name;
|
||||
UniformType type;
|
||||
int array_length;
|
||||
};
|
||||
|
||||
struct ShaderData
|
||||
{
|
||||
const char* vertex;
|
||||
const char* fragment;
|
||||
};
|
||||
|
||||
class Shader
|
||||
{
|
||||
@ -14,16 +36,10 @@ namespace Blah
|
||||
virtual ~Shader() = default;
|
||||
|
||||
// Gets a list of Shader Uniforms from Shader
|
||||
virtual Uniforms& uniforms() = 0;
|
||||
virtual Vector<UniformInfo>& uniforms() = 0;
|
||||
|
||||
// Gets a list of Shader Uniforms from Shader
|
||||
virtual const Uniforms& uniforms() const = 0;
|
||||
|
||||
// Gets a list of Shader Attributes from Shader
|
||||
virtual Attributes& attributes() = 0;
|
||||
|
||||
// Gets a list of Shader Attributes from Shader
|
||||
virtual const Attributes& attributes() const = 0;
|
||||
virtual const Vector<UniformInfo>& uniforms() const = 0;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<Shader> ShaderRef;
|
||||
|
@ -1,9 +1,33 @@
|
||||
#pragma once
|
||||
#include <blah/graphics/graphics.h>
|
||||
#include <memory>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
enum class TextureFilter
|
||||
{
|
||||
None,
|
||||
Linear,
|
||||
Nearest
|
||||
};
|
||||
|
||||
enum class TextureWrap
|
||||
{
|
||||
None,
|
||||
Clamp,
|
||||
Repeat
|
||||
};
|
||||
|
||||
enum class TextureFormat
|
||||
{
|
||||
None,
|
||||
R,
|
||||
RG,
|
||||
RGB,
|
||||
RGBA,
|
||||
DepthStencil,
|
||||
Count
|
||||
};
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
|
@ -156,6 +156,11 @@ bool Rect::contains(const Vec2& pt) const
|
||||
return pt.x >= x && pt.x < x + w && pt.y >= y && pt.y < y + h;
|
||||
}
|
||||
|
||||
bool Rect::overlaps(const Rect& rect) const
|
||||
{
|
||||
return x + w >= rect.x && y + h >= rect.y && x < rect.x + rect.w && y < rect.y + rect.h;
|
||||
}
|
||||
|
||||
Rect Rect::overlap_rect(const Rect& against) const
|
||||
{
|
||||
Rect result(0, 0, 0, 0);
|
||||
|
@ -50,7 +50,7 @@ namespace Blah
|
||||
bool contains(const Point& pt) const;
|
||||
bool contains(const Vec2& pt) const;
|
||||
|
||||
bool overlaps(const Rect& rect) const { return x + w >= rect.x && y + h >= rect.y && x < rect.x + rect.w && y < rect.y + rect.h; }
|
||||
bool overlaps(const Rect& rect) const;
|
||||
Rect overlap_rect(const Rect& other) const;
|
||||
|
||||
bool intersects(const Line& line) const;
|
||||
|
Loading…
Reference in New Issue
Block a user