给shader添加了uniform的功能

直接添加在基类Shader中的
This commit is contained in:
胤龙 2022-12-13 10:34:09 +08:00
parent df6ebf1157
commit 4c137d1e9f

View File

@ -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;
};