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authorDan Goodliffe <dan@randomdan.homeip.net>2021-02-18 00:28:36 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-02-18 00:28:36 +0000
commitd5451aa5215bff05eb8f389ff37554dbd88853f8 (patch)
treea86f4f6a7350d64368b8b3b62097818f2feb8639 /gfx
parentSplit landmass and water textures (diff)
downloadilt-d5451aa5215bff05eb8f389ff37554dbd88853f8.tar.bz2
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Allow setting any uniform in shaders
Move less commonly used (lightDirection) to a named one
Diffstat (limited to 'gfx')
-rw-r--r--gfx/gl/shader.cpp12
-rw-r--r--gfx/gl/shader.h4
2 files changed, 8 insertions, 8 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp
index 979d57e..8c58c39 100644
--- a/gfx/gl/shader.cpp
+++ b/gfx/gl/shader.cpp
@@ -6,8 +6,7 @@
#include <stdexcept>
#include <string>
-Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) :
- viewProjection_uniform {}, model_uniform {}, lightDir_uniform {}
+Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) : viewProjection_uniform {}, model_uniform {}
{
for (const auto & srcId : srcs) {
glAttachShader(m_program, srcId);
@@ -25,7 +24,6 @@ Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) :
viewProjection_uniform = glGetUniformLocation(m_program, "viewProjection");
model_uniform = glGetUniformLocation(m_program, "model");
- lightDir_uniform = glGetUniformLocation(m_program, "lightDirection");
}
Shader::Shader() :
@@ -46,11 +44,13 @@ Shader::setView(glm::mat4 proj) const
}
void
-Shader::setLight(glm::vec3 lightDir) const
+Shader::setUniform(const GLchar * uniform, glm::vec3 v) const
{
for (const auto & prog : programs) {
- glUseProgram(prog.m_program);
- glUniform3fv(prog.lightDir_uniform, 1, &lightDir[0]);
+ if (auto loc = glGetUniformLocation(prog.m_program, uniform); loc >= 0) {
+ glUseProgram(prog.m_program);
+ glUniform3fv(loc, 1, &v[0]);
+ }
}
}
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h
index 98e0348..0282f21 100644
--- a/gfx/gl/shader.h
+++ b/gfx/gl/shader.h
@@ -15,7 +15,7 @@ public:
void setView(glm::mat4 view) const;
void setModel(glm::mat4 model, Program = Program::Basic) const;
- void setLight(glm::vec3 dir) const;
+ void setUniform(const GLchar *, glm::vec3 dir) const;
private:
class Source {
@@ -36,7 +36,7 @@ private:
using ProgramRef = glRef<GLuint, __glewCreateProgram, __glewDeleteProgram>;
ProgramRef m_program;
- GLint viewProjection_uniform, model_uniform, lightDir_uniform;
+ GLint viewProjection_uniform, model_uniform;
};
std::array<ProgramHandle, 1> programs;