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@ -507,10 +507,21 @@ private :
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////////////////////////////////////////////////////////////
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void bindTextures() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the location ID of a shader parameter
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///
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/// \param name Name of the parameter to search
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///
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/// \return Location ID of the parameter, or -1 if not found
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///
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////////////////////////////////////////////////////////////
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int getParamLocation(const std::string& name);
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////////////////////////////////////////////////////////////
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// Types
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////////////////////////////////////////////////////////////
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typedef std::map<int, const Texture*> TextureTable;
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typedef std::map<std::string, int> ParamTable;
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////////////////////////////////////////////////////////////
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// Member data
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@ -518,6 +529,7 @@ private :
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unsigned int m_shaderProgram; ///< OpenGL identifier for the program
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int m_currentTexture; ///< Location of the current texture in the shader
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TextureTable m_textures; ///< Texture variables in the shader, mapped to their location
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ParamTable m_params; ///< Parameters location cache
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};
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} // namespace sf
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@ -95,7 +95,9 @@ Shader::CurrentTextureType Shader::CurrentTexture;
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////////////////////////////////////////////////////////////
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Shader::Shader() :
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m_shaderProgram (0),
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m_currentTexture(-1)
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m_currentTexture(-1),
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m_textures (),
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m_params ()
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{
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}
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@ -228,11 +230,9 @@ void Shader::setParameter(const std::string& name, float x)
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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GLint location = getParamLocation(name);
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if (location != -1)
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glCheck(glUniform1fARB(location, x));
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else
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -252,11 +252,9 @@ void Shader::setParameter(const std::string& name, float x, float y)
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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GLint location = getParamLocation(name);
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if (location != -1)
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glCheck(glUniform2fARB(location, x, y));
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else
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -276,11 +274,9 @@ void Shader::setParameter(const std::string& name, float x, float y, float z)
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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GLint location = getParamLocation(name);
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if (location != -1)
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glCheck(glUniform3fARB(location, x, y, z));
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else
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -300,11 +296,9 @@ void Shader::setParameter(const std::string& name, float x, float y, float z, fl
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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GLint location = getParamLocation(name);
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if (location != -1)
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glCheck(glUniform4fARB(location, x, y, z, w));
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else
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -345,11 +339,9 @@ void Shader::setParameter(const std::string& name, const sf::Transform& transfor
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glCheck(glUseProgramObjectARB(m_shaderProgram));
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// Get parameter location and assign it new values
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GLint location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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GLint location = getParamLocation(name);
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if (location != -1)
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glCheck(glUniformMatrix4fvARB(location, 1, GL_FALSE, transform.getMatrix()));
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else
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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// Disable program
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glCheck(glUseProgramObjectARB(program));
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@ -365,13 +357,9 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
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ensureGlContext();
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// Find the location of the variable in the shader
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int location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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if (location == -1)
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int location = getParamLocation(name);
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if (location != -1)
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{
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err() << "Texture \"" << name << "\" not found in shader" << std::endl;
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return;
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}
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// Store the location -> texture mapping
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TextureTable::iterator it = m_textures.find(location);
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if (it == m_textures.end())
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@ -393,6 +381,7 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
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}
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}
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}
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}
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////////////////////////////////////////////////////////////
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@ -403,9 +392,7 @@ void Shader::setParameter(const std::string& name, CurrentTextureType)
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ensureGlContext();
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// Find the location of the variable in the shader
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m_currentTexture = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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if (m_currentTexture == -1)
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err() << "Texture \"" << name << "\" not found in shader" << std::endl;
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m_currentTexture = getParamLocation(name);
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}
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}
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@ -467,6 +454,11 @@ bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCod
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if (m_shaderProgram)
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glCheck(glDeleteObjectARB(m_shaderProgram));
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// Reset the internal state
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m_currentTexture = -1;
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m_textures.clear();
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m_params.clear();
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// Create the program
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m_shaderProgram = glCreateProgramObjectARB();
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@ -564,4 +556,34 @@ void Shader::bindTextures() const
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glCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
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}
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////////////////////////////////////////////////////////////
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int Shader::getParamLocation(const std::string& name)
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{
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// Check the cache
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ParamTable::const_iterator it = m_params.find(name);
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if (it != m_params.end())
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{
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// Already in cache, return it
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return it->second;
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}
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else
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{
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// Not in cache, request the location from OpenGL
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int location = glGetUniformLocationARB(m_shaderProgram, name.c_str());
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if (location != -1)
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{
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// Location found: add it to the cache
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m_params.insert(std::make_pair(name, location));
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}
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else
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{
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// Error: location not found
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err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
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}
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return location;
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}
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}
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} // namespace sf
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