mirror of
https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 15:38:11 +08:00
给shader添加了uniform的功能
直接添加在基类Shader中的
This commit is contained in:
parent
df6ebf1157
commit
4c137d1e9f
@ -17,6 +17,63 @@ public:
|
||||
inline unsigned int shaderId() const { return _shaderId; }
|
||||
inline void dispose();
|
||||
|
||||
void setBool(const std::string& name, bool value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), (int)value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setInt(const std::string& name, int value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setFloat(const std::string& name, float value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform1f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), value);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec2(const std::string& name, const glm::vec2& value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform2fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec2(const std::string& name, float x, float y) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform2f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec3(const std::string& name, const glm::vec3& value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform3fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec3(const std::string& name, float x, float y, float z) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform3f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y, z);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setVec4(const std::string& name, const glm::vec4& value) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform4fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, &value[0]);
|
||||
}
|
||||
void setVec4(const std::string& name, float x, float y, float z, float w)
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniform4f(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), x, y, z, w);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat2(const std::string& name, const glm::mat2& mat) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix2fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat3(const std::string& name, const glm::mat3& mat) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix3fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
// ------------------------------------------------------------------------
|
||||
void setMat4(const std::string& name, const glm::mat4& mat) const
|
||||
{
|
||||
OPENGL_EXTRA_FUNCTIONS->glUniformMatrix4fv(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(_shaderId, name.c_str()), 1, GL_FALSE, &mat[0][0]);
|
||||
}
|
||||
|
||||
protected:
|
||||
virtual void compile(const std::string& sourceFilePath) = 0;
|
||||
};
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user