Implemented new setUniform API for shaders.

Deprecated old setParameter API.
This commit is contained in:
Alec Iverson committed 2016-08-12 15:11:54 -07:00
1 parent 36430b11c7
commit 16ea259e04
3 files changed
+586 -116

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+263 -85
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@@ -36,202 +36,380 @@
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
if (vertexShaderFilename)
{
vertexSuccess = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
sfShader* shader = new sfShader;
if (vertexShaderFilename)
{
vertexSuccess = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
if (geometryShaderFilename)
{
geometrySuccess = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
}
if (geometryShaderFilename)
{
geometrySuccess = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
}
if (fragmentShaderFilename)
{
fragmentSuccess = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
if (fragmentShaderFilename)
{
fragmentSuccess = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
sfShader* shader = new sfShader;
if (vertexShader)
{
vertexSuccess = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
if (vertexShader)
{
vertexSuccess = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
if (geometryShader)
{
geometrySuccess = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
}
if (geometryShader)
{
geometrySuccess = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
}
if (fragmentShader)
{
fragmentSuccess = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
if (fragmentShader)
{
fragmentSuccess = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
sfShader* shader = new sfShader;
if (vertexShaderStream)
{
CallbackStream stream(vertexShaderStream);
vertexSuccess = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
if (vertexShaderStream)
{
CallbackStream stream(vertexShaderStream);
vertexSuccess = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
if (geometryShaderStream)
{
CallbackStream stream(geometryShaderStream);
geometrySuccess = shader->This.loadFromStream(stream, sf::Shader::Geometry);
}
if (geometryShaderStream)
{
CallbackStream stream(geometryShaderStream);
geometrySuccess = shader->This.loadFromStream(stream, sf::Shader::Geometry);
}
if (fragmentShaderStream)
{
CallbackStream stream(fragmentShaderStream);
fragmentSuccess = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
if (fragmentShaderStream)
{
CallbackStream stream(fragmentShaderStream);
fragmentSuccess = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
void sfShader_destroy(sfShader* shader)
{
delete shader;
delete shader;
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniform(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslVec4 vec4;
vec4.x = color.r / 255.f;
vec4.y = color.g / 255.f;
vec4.z = color.b / 255.f;
vec4.w = color.a / 255.f;
sfShader_setVec4Uniform(shader, name, vec4);
}
////////////////////////////////////////////////////////////
void sfShader_setIntUniform(sfShader* shader, const char* name, int x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslIvec4 ivec4;
ivec4.x = (int)color.r;
ivec4.y = (int)color.g;
ivec4.z = (int)color.b;
ivec4.w = (int)color.a;
sfShader_setIvec4Uniform(shader, name, ivec4);
}
////////////////////////////////////////////////////////////
void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CALL(shader, setUniform(name, *texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatParameter(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setParameter(name, x));
CSFML_CALL(shader, setParameter(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y)
{
CSFML_CALL(shader, setParameter(name, x, y));
CSFML_CALL(shader, setParameter(name, x, y));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z)
{
CSFML_CALL(shader, setParameter(name, x, y, z));
CSFML_CALL(shader, setParameter(name, x, y, z));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w)
{
CSFML_CALL(shader, setParameter(name, x, y, z, w));
CSFML_CALL(shader, setParameter(name, x, y, z, w));
}
////////////////////////////////////////////////////////////
void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color)
{
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
}
////////////////////////////////////////////////////////////
void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform)
{
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name, *texture->This));
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name,*texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
unsigned int sfShader_getNativeHandle(const sfShader* shader)
{
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
}
////////////////////////////////////////////////////////////
void sfShader_bind(const sfShader* shader)
{
sf::Shader::bind(shader ? &shader->This : NULL);
sf::Shader::bind(shader ? &shader->This : NULL);
}
////////////////////////////////////////////////////////////
sfBool sfShader_isAvailable(void)
{
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
}