Changed shader source list from a vector of sources to a map of shader types to source codes

This commit is contained in:
Alexander Szpakowski
2013-01-07 19:13:19 -04:00
parent b6088115c9
commit 808a09f786
5 changed files with 25 additions and 30 deletions
+1 -1
View File
@@ -453,7 +453,7 @@ Canvas *Graphics::newCanvas(int width, int height, Canvas::TextureType texture_t
return NULL; // never reached
}
ShaderEffect *Graphics::newShaderEffect(const std::vector<ShaderEffect::ShaderSource> shadersources)
ShaderEffect *Graphics::newShaderEffect(const ShaderEffect::ShaderSources &shadersources)
{
ShaderEffect *effect = NULL;
try
+1 -1
View File
@@ -270,7 +270,7 @@ public:
Canvas *newCanvas(int width, int height, Canvas::TextureType texture_type = Canvas::TYPE_NORMAL);
ShaderEffect *newShaderEffect(const std::vector<ShaderEffect::ShaderSource> shadersources);
ShaderEffect *newShaderEffect(const ShaderEffect::ShaderSources &shadersources);
/**
* Sets the foreground color.
+11 -8
View File
@@ -60,11 +60,11 @@ ShaderEffect *ShaderEffect::current = NULL;
GLint ShaderEffect::_maxtextureunits = 0;
std::vector<int> ShaderEffect::_texturecounters;
ShaderEffect::ShaderEffect(const std::vector<ShaderSource> &shadersources)
ShaderEffect::ShaderEffect(const ShaderSources &shadersources)
: _shadersources(shadersources)
, _program(0)
{
if (shadersources.size() == 0)
if (shadersources.empty())
throw love::Exception("Cannot create shader effect: no source code!");
GLint maxtextureunits;
@@ -87,12 +87,12 @@ ShaderEffect::~ShaderEffect()
unloadVolatile();
}
GLuint ShaderEffect::createShader(const ShaderSource &source)
GLuint ShaderEffect::createShader(const ShaderType &type, const std::string &code)
{
GLenum shadertype;
const char *shadertypename = NULL;
switch (source.type)
switch (type)
{
case TYPE_VERTEX:
shadertype = GL_VERTEX_SHADER;
@@ -134,8 +134,8 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
throw love::Exception("Cannot create %s shader object.", shadertypename);
}
const char *src = source.code.c_str();
size_t srclen = source.code.length();
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
glCompileShader(shaderid);
@@ -197,9 +197,12 @@ bool ShaderEffect::loadVolatile()
std::vector<GLuint> shaderids;
std::vector<ShaderSource>::const_iterator source;
ShaderSources::const_iterator source;
for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
shaderids.push_back(createShader(*source));
{
GLuint shaderid = createShader(source->first, source->second);
shaderids.push_back(shaderid);
}
if (shaderids.size() == 0)
throw love::Exception("Cannot create shader effect: no valid source code!");
+6 -10
View File
@@ -52,20 +52,16 @@ public:
TYPE_MAX_ENUM
};
// thin wrapper for GLSL source code.
struct ShaderSource
{
std::string code;
ShaderType type;
};
// type for a list of shader source codes in the form of sources[shadertype] = code
typedef std::map<ShaderType, std::string> ShaderSources;
/**
* Creates a new ShaderEffect using a list of source codes.
* Must contain at least one vertex or fragment shader source.
*
* @param shadersources Vector of shader source codes.
* @param shadersources map of shader source codes.
**/
ShaderEffect(const std::vector<ShaderSource> &shadersources);
ShaderEffect(const ShaderSources &shadersources);
virtual ~ShaderEffect();
@@ -146,7 +142,7 @@ private:
GLint getUniformLocation(const std::string &name);
void checkSetUniformError();
GLuint createShader(const ShaderSource &source);
GLuint createShader(const ShaderType &type, const std::string &code);
void createProgram(const std::vector<GLuint> &shaderids);
GLint getTextureUnit(const std::string &name);
@@ -154,7 +150,7 @@ private:
void sendTexture(const std::string &name, GLuint texture);
// list of all shader code attached to this ShaderEffect
std::vector<ShaderSource> _shadersources;
ShaderSources _shadersources;
GLuint _program; // volatile
+6 -10
View File
@@ -452,27 +452,23 @@ int w_newShaderEffect(lua_State *L)
// call effectCodeToGLSL, returned values will be at the top of the stack
lua_pcall(L, 2, 2, 0);
std::vector<ShaderEffect::ShaderSource> shaderlist;
ShaderEffect::ShaderSources shadersources;
// vertex shader code
if (lua_isstring(L, -2))
{
ShaderEffect::ShaderSource vertshader;
vertshader.type = ShaderEffect::TYPE_VERTEX;
vertshader.code = luaL_checkstring(L, -2);
shaderlist.push_back(vertshader);
std::string vertcode(luaL_checkstring(L, -2));
shadersources[ShaderEffect::TYPE_VERTEX] = vertcode;
}
// fragment shader code
if (lua_isstring(L, -1))
{
ShaderEffect::ShaderSource fragshader;
fragshader.type = ShaderEffect::TYPE_FRAGMENT;
fragshader.code = luaL_checkstring(L, -1);
shaderlist.push_back(fragshader);
std::string fragcode(luaL_checkstring(L, -1));
shadersources[ShaderEffect::TYPE_FRAGMENT] = fragcode;
}
ShaderEffect *effect = instance->newShaderEffect(shaderlist);
ShaderEffect *effect = instance->newShaderEffect(shadersources);
luax_newtype(L, "ShaderEffect", GRAPHICS_SHADEREFFECT_T, (void *)effect);
}
catch(const love::Exception &e)