From d5451aa5215bff05eb8f389ff37554dbd88853f8 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Thu, 18 Feb 2021 00:28:36 +0000 Subject: Allow setting any uniform in shaders Move less commonly used (lightDirection) to a named one --- gfx/gl/shader.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'gfx/gl/shader.cpp') 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 #include -Shader::ProgramHandle::ProgramHandle(std::initializer_list srcs) : - viewProjection_uniform {}, model_uniform {}, lightDir_uniform {} +Shader::ProgramHandle::ProgramHandle(std::initializer_list srcs) : viewProjection_uniform {}, model_uniform {} { for (const auto & srcId : srcs) { glAttachShader(m_program, srcId); @@ -25,7 +24,6 @@ Shader::ProgramHandle::ProgramHandle(std::initializer_list 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]); + } } } -- cgit v1.2.3