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/***************************************************************************
*
* Copyright 2010,2011 BMW Car IT GmbH
*
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
****************************************************************************/
#include <Shader.h>
unsigned int Shader::m_nextUniqueShaderId = 1;
Shader* Shader::createShader(const string& vertFileName, const string& fragFileName)
{
Shader* shader = 0;
ShaderProgram* program = 0;
// Obtain shader program. If a shader program of the same name already exists,
// its instance will be returned. If it doesn't exist, a new program is returned.
program = ShaderProgram::obtain(vertFileName, fragFileName);
if (program)
{
// create shader instance
shader = new Shader(*program);
}
else
{
// failed to load, compile or link the program
}
return shader;
}
Shader::Shader(ShaderProgram& program)
: m_uniqueShaderId(m_nextUniqueShaderId++)
, m_program(program)
, m_uniformMap()
{
// increase program reference counter
m_program.ref();
}
Shader::~Shader()
{
// decrease program reference counter.
// This might destroy the program if no longer in use.
m_program.unref();
UniformMapIterator iter = m_uniformMap.begin();
UniformMapIterator iterEnd = m_uniformMap.end();
for (; iter != iterEnd; ++iter)
{
ShaderUniform* shaderUniform = (*iter).second;
delete shaderUniform;
}
m_uniformMap.clear();
}
void Shader::setUniform(const ShaderUniform& uniform)
{
const string& name = uniform.getName();
if (0 == m_uniformMap.count(name))
{
// add new uniform
int location = m_program.getUniformLocation(name.c_str());
ShaderUniform* pNewUniform = new ShaderUniform(name, location);
m_uniformMap[name] = pNewUniform;
}
// update uniform data
m_uniformMap[name]->setData(uniform);
}
void Shader::loadUniforms(void)
{
UniformMapConstIterator iter = m_uniformMap.begin();
UniformMapConstIterator iterEnd = m_uniformMap.end();
for (; iter != iterEnd; ++iter)
{
ShaderUniform* uniform = (*iter).second;
uniform->load(m_program);
}
}
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