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2026-02-02 04:50:13 +01:00

157 lines
4.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/impl/CGProgram.h"
#ifdef HPL1_USE_OPENGL
#include "hpl1/engine/impl/SDLTexture.h"
#include "hpl1/engine/system/low_level_system.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/system/String.h"
#include "common/array.h"
#include "common/str.h"
#include "hpl1/debug.h"
#include "math/matrix4.h"
namespace hpl {
static OpenGL::Shader *createShader(const char *vertex, const char *fragment) {
const char *attributes[] = {nullptr};
return OpenGL::Shader::fromFiles(vertex, fragment, attributes);
}
static void setSamplers(OpenGL::Shader *shader) {
shader->use();
shader->setUniform("tex0", 0);
shader->setUniform("tex1", 1);
shader->setUniform("tex2", 2);
shader->setUniform("tex3", 3);
shader->setUniform("tex4", 4);
shader->setUniform("tex5", 5);
shader->setUniform("tex6", 6);
shader->unbind();
}
cCGProgram::cCGProgram(const tString &vertex, const tString &fragment)
: iGpuProgram(vertex + " " + fragment), _shader(createShader(vertex.c_str(), fragment.c_str())) {
setSamplers(_shader);
}
cCGProgram::~cCGProgram() {
delete _shader;
}
//-----------------------------------------------------------------------
bool cCGProgram::reload() {
return false;
}
//-----------------------------------------------------------------------
void cCGProgram::unload() {
}
//-----------------------------------------------------------------------
void cCGProgram::destroy() {
delete _shader;
}
//-----------------------------------------------------------------------
void cCGProgram::Bind() {
Hpl1::logInfo(Hpl1::kDebugShaders, "binding shader %s\n", GetName().c_str());
_shader->use();
}
//-----------------------------------------------------------------------
void cCGProgram::UnBind() {
Hpl1::logInfo(Hpl1::kDebugShaders, "unbinding shader %s\n", GetName().c_str());
_shader->unbind();
}
//-----------------------------------------------------------------------
bool cCGProgram::SetFloat(const tString &asName, float afX) {
_shader->setUniform1f(asName.c_str(), afX);
return true;
}
//-----------------------------------------------------------------------
bool cCGProgram::SetVec2f(const tString &asName, float afX, float afY) {
_shader->setUniform(asName.c_str(), {afX, afY});
return true;
}
//-----------------------------------------------------------------------
bool cCGProgram::SetVec3f(const tString &asName, float afX, float afY, float afZ) {
_shader->setUniform(asName.c_str(), {afX, afY, afZ});
return true;
}
//-----------------------------------------------------------------------
bool cCGProgram::SetVec4f(const tString &asName, float afX, float afY, float afZ, float afW) {
_shader->setUniform(asName.c_str(), {afX, afY, afZ, afW});
return true;
}
//-----------------------------------------------------------------------
bool cCGProgram::SetMatrixf(const tString &asName, const cMatrixf &mMtx) {
Math::Matrix4 mat4;
mat4.setData(mMtx.v);
mat4.transpose();
_shader->setUniform(asName.c_str(), mat4);
return true;
}
//-----------------------------------------------------------------------
bool cCGProgram::SetMatrixf(const tString &asName, eGpuProgramMatrix mType,
eGpuProgramMatrixOp mOp) {
if (mType != eGpuProgramMatrix_ViewProjection)
error("unsupported shader matrix %d", mOp);
Math::Matrix4 modelView, projection;
glGetFloatv(GL_PROJECTION_MATRIX, projection.getData());
glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
_shader->setUniform(asName.c_str(), modelView * projection);
return true;
}
} // namespace hpl
#endif // HPL1_USE_OPENGL