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authorDan Goodliffe <dan@randomdan.homeip.net>2021-12-12 16:00:54 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-12-12 16:00:54 +0000
commit4e1e30a5e5edfe36410e3da095ad98e181a29ce9 (patch)
tree62eb60b33fd4ffe713cb624fd77f7ae68145e82e
parentMove GL shared source into it's own class/file (diff)
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Split 3D specifics of programs out of a base class
-rw-r--r--gfx/gl/shader.cpp13
-rw-r--r--gfx/gl/shader.h15
2 files changed, 18 insertions, 10 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp
index 06edc5c..12ab510 100644
--- a/gfx/gl/shader.cpp
+++ b/gfx/gl/shader.cpp
@@ -16,20 +16,23 @@
#include <stdexcept>
#include <string>
-Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {}
+ProgramHandleBase::ProgramHandleBase(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {}
{
glAttachShader(m_program, vs);
glAttachShader(m_program, fs);
- glBindAttribLocation(m_program, 0, "position");
- glBindAttribLocation(m_program, 1, "texCoord");
- glBindAttribLocation(m_program, 2, "normal");
-
glLinkProgram(m_program);
GLsource::CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
glValidateProgram(m_program);
GLsource::CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
+}
+
+Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : ProgramHandleBase {vs, fs}
+{
+ glBindAttribLocation(m_program, 0, "position");
+ glBindAttribLocation(m_program, 1, "texCoord");
+ glBindAttribLocation(m_program, 2, "normal");
viewProjection_uniform = glGetUniformLocation(m_program, "viewProjection");
model_uniform = glGetUniformLocation(m_program, "model");
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h
index 3ee9449..5b3aab8 100644
--- a/gfx/gl/shader.h
+++ b/gfx/gl/shader.h
@@ -9,6 +9,15 @@
class Location;
+class ProgramHandleBase {
+public:
+ ProgramHandleBase(GLuint, GLuint);
+ using ProgramRef = glRef<GLuint, __glewCreateProgram, __glewDeleteProgram>;
+
+ ProgramRef m_program;
+ GLint viewProjection_uniform, model_uniform;
+};
+
class Shader {
public:
enum class Program { Basic = 0, Water = 1, LandMass = 2, StaticPos = 3 };
@@ -20,13 +29,9 @@ public:
void setUniform(const GLchar *, glm::vec3 dir) const;
private:
- class ProgramHandle {
+ class ProgramHandle : public ProgramHandleBase {
public:
ProgramHandle(GLuint, GLuint);
- using ProgramRef = glRef<GLuint, __glewCreateProgram, __glewDeleteProgram>;
-
- ProgramRef m_program;
- GLint viewProjection_uniform, model_uniform;
};
std::array<ProgramHandle, 4> programs;