OPENGL: Do not hardcode any uniform/attribute handling in Shader.
This commit is contained in:
parent
baca885cfc
commit
39100b6132
5 changed files with 35 additions and 27 deletions
|
@ -29,11 +29,14 @@ namespace OpenGL {
|
|||
#if !USE_FORCED_GLES
|
||||
ShaderPipeline::ShaderPipeline(Shader *shader)
|
||||
: _activeShader(shader) {
|
||||
_vertexAttribLocation = shader->getAttributeLocation("position");
|
||||
_texCoordAttribLocation = shader->getAttributeLocation("texCoordIn");
|
||||
_colorAttribLocation = shader->getAttributeLocation("blendColorIn");
|
||||
}
|
||||
|
||||
void ShaderPipeline::activateInternal() {
|
||||
GL_CALL(glEnableVertexAttribArray(kPositionAttribLocation));
|
||||
GL_CALL(glEnableVertexAttribArray(kTexCoordAttribLocation));
|
||||
GL_CALL(glEnableVertexAttribArray(_vertexAttribLocation));
|
||||
GL_CALL(glEnableVertexAttribArray(_texCoordAttribLocation));
|
||||
|
||||
if (g_context.multitextureSupported) {
|
||||
GL_CALL(glActiveTexture(GL_TEXTURE0));
|
||||
|
@ -43,18 +46,21 @@ void ShaderPipeline::activateInternal() {
|
|||
}
|
||||
|
||||
void ShaderPipeline::deactivateInternal() {
|
||||
GL_CALL(glDisableVertexAttribArray(_vertexAttribLocation));
|
||||
GL_CALL(glDisableVertexAttribArray(_texCoordAttribLocation));
|
||||
|
||||
_activeShader->deactivate();
|
||||
}
|
||||
|
||||
void ShaderPipeline::setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
|
||||
GL_CALL(glVertexAttrib4f(kColorAttribLocation, r, g, b, a));
|
||||
GL_CALL(glVertexAttrib4f(_colorAttribLocation, r, g, b, a));
|
||||
}
|
||||
|
||||
void ShaderPipeline::drawTexture(const GLTexture &texture, const GLfloat *coordinates) {
|
||||
texture.bind();
|
||||
|
||||
GL_CALL(glVertexAttribPointer(kTexCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords()));
|
||||
GL_CALL(glVertexAttribPointer(kPositionAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, coordinates));
|
||||
GL_CALL(glVertexAttribPointer(_texCoordAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, texture.getTexCoords()));
|
||||
GL_CALL(glVertexAttribPointer(_vertexAttribLocation, 2, GL_FLOAT, GL_FALSE, 0, coordinates));
|
||||
GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue