Files
2021-06-17 18:22:59 +02:00

79 lines
2.4 KiB
C++

//
// Created by cbihan on 04/06/2021.
//
#include "Shaders.hpp"
#include <utility>
#include "Exceptions/RayError.hpp"
#include "Vector/Vector3.hpp"
namespace RAY
{
Cache<::Shader> Shader::_shadersCache(LoadShader, UnloadShader);
Shader::Shader(const std::string &vertexFile, const std::string &fragmentFile, bool lonely)
: _vertexFile(vertexFile),
_fragmentFile(fragmentFile),
_rayLibShader(_shadersCache.fetch(vertexFile, fragmentFile, lonely))
{
this->_rayLibShader->locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(*this->_rayLibShader, "mask");
}
const std::shared_ptr<::Shader> &Shader::getShaderPtr() const
{
return this->_rayLibShader;
}
void Shader::setShaderUniformVar(const std::string &varName, float value)
{
if (this->_shaderIndexVars.find(varName) == this->_shaderIndexVars.end()) {
int varShaderIndex = GetShaderLocation(*this->_rayLibShader, varName.c_str());
if (varShaderIndex < 0) {
throw Exception::WrongInputError("The loaded shader doesn't have a variable called: " + varName);
}
this->_shaderIndexVars[varName] = varShaderIndex;
}
SetShaderValue(*this->_rayLibShader, this->_shaderIndexVars[varName], &value, SHADER_UNIFORM_FLOAT);
}
void Shader::setShaderUniformVar(const std::string &varName, int value)
{
if (this->_shaderIndexVars.find(varName) == this->_shaderIndexVars.end()) {
int varShaderIndex = GetShaderLocation(*this->_rayLibShader, varName.c_str());
if (varShaderIndex < 0) {
throw Exception::WrongInputError("The loaded shader doesn't have a variable called: " + varName);
}
this->_shaderIndexVars[varName] = varShaderIndex;
}
SetShaderValue(*this->_rayLibShader, this->_shaderIndexVars[varName], &value, SHADER_UNIFORM_INT);
}
void Shader::BeginUsingCustomShader(Shader &shader)
{
BeginShaderMode(*shader.getShaderPtr());
}
void Shader::EndUsingCustomShader()
{
EndShaderMode();
}
void Shader::setShaderUniformVar(const std::string &varName, const RAY::Vector3 &vector)
{
if (this->_shaderIndexVars.find(varName) == this->_shaderIndexVars.end()) {
int varShaderIndex = GetShaderLocation(*this->_rayLibShader, varName.c_str());
if (varShaderIndex < 0) {
throw Exception::WrongInputError("The loaded shader doesn't have a variable called: " + varName);
}
this->_shaderIndexVars[varName] = varShaderIndex;
}
SetShaderValue(*this->_rayLibShader, this->_shaderIndexVars[varName], &vector, SHADER_UNIFORM_VEC3);
}
}