remove switchShader()

This commit is contained in:
Konstantin Käfer
2014-02-05 18:35:19 +01:00
parent c922980eeb
commit e94cb1b00b
8 changed files with 36 additions and 96 deletions

View File

@@ -6,20 +6,19 @@
#include <llmr/geometry/vertex_buffer.hpp>
#include <llmr/util/mat4.hpp>
#include <llmr/renderer/shader-plain.hpp>
#include <llmr/renderer/shader-fill.hpp>
#include <llmr/renderer/shader-outline.hpp>
#include <llmr/renderer/shader-pattern.hpp>
#include <llmr/renderer/shader-line.hpp>
namespace llmr {
class Transform;
class Settings;
class Style;
class Tile;
// class LayerDescription;
class Shader;
class PlainShader;
class OutlineShader;
class FillShader;
class LineShader;
class PatternShader;
class FillBucket;
class LineBucket;
@@ -34,29 +33,21 @@ public:
Painter& operator=(const Painter&) = delete;
Painter& operator=(const Painter && ) = delete;
void setup();
void clear();
void changeMatrix(const Tile::ID& id);
void render(const std::shared_ptr<Tile>& tile);
void renderLayers(const std::shared_ptr<Tile>& tile, const std::vector<LayerDescription>& layers);
void renderDebug(const std::shared_ptr<Tile>& tile);
void renderMatte();
void renderBackground();
void renderFill(FillBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void renderLine(LineBucket& bucket, const std::string& layer_name, const Tile::ID& id);
void drawClippingMask();
bool switchShader(std::shared_ptr<Shader> shader);
private:
void setupShaders();
public:
void drawClippingMask();
void renderLayers(const std::shared_ptr<Tile>& tile, const std::vector<LayerDescription>& layers);
void renderDebug(const std::shared_ptr<Tile>& tile);
private:
Transform& transform;
@@ -67,12 +58,11 @@ private:
mat4 matrix;
mat4 exMatrix;
std::shared_ptr<Shader> currentShader;
std::shared_ptr<FillShader> fillShader;
std::shared_ptr<PlainShader> plainShader;
std::shared_ptr<OutlineShader> outlineShader;
std::shared_ptr<LineShader> lineShader;
std::shared_ptr<PatternShader> patternShader;
std::unique_ptr<FillShader> fillShader;
std::unique_ptr<PlainShader> plainShader;
std::unique_ptr<OutlineShader> outlineShader;
std::unique_ptr<LineShader> lineShader;
std::unique_ptr<PatternShader> patternShader;
// Set up the stencil quad we're using to generate the stencil mask.
VertexBuffer tileStencilBuffer = {

View File

@@ -1,7 +1,7 @@
#ifndef LLMR_RENDERER_SHADER
#define LLMR_RENDERER_SHADER
#include <forward_list>
#include <cstdint>
namespace llmr {
@@ -18,7 +18,6 @@ public:
bool valid;
uint32_t program;
std::forward_list<uint32_t> attributes;
private:
bool compileShader(uint32_t *shader, uint32_t type, const char *source);

View File

@@ -1,16 +1,13 @@
#include <cassert>
#include <algorithm>
#include <llmr/util/std.hpp>
#include <llmr/renderer/painter.hpp>
#include <llmr/renderer/shader-plain.hpp>
#include <llmr/renderer/shader-fill.hpp>
#include <llmr/renderer/shader-outline.hpp>
#include <llmr/renderer/shader-pattern.hpp>
#include <llmr/renderer/shader-line.hpp>
#include <llmr/renderer/painter.hpp>
#include <llmr/util/std.hpp>
#include <llmr/renderer/fill_bucket.hpp>
#include <llmr/renderer/line_bucket.hpp>
#include <llmr/map/transform.hpp>
#include <llmr/map/settings.hpp>
#include <llmr/geometry/debug_font_buffer.hpp>
@@ -25,8 +22,7 @@ using namespace llmr;
Painter::Painter(Transform& transform, Settings& settings, Style& style)
: transform(transform),
settings(settings),
style(style),
currentShader(NULL) {
style(style) {
}
@@ -48,11 +44,11 @@ void Painter::setup() {
}
void Painter::setupShaders() {
fillShader = std::make_shared<FillShader>();
plainShader = std::make_shared<PlainShader>();
outlineShader = std::make_shared<OutlineShader>();
lineShader = std::make_shared<LineShader>();
patternShader = std::make_shared<PatternShader>();
fillShader = std::make_unique<FillShader>();
plainShader = std::make_unique<PlainShader>();
outlineShader = std::make_unique<OutlineShader>();
lineShader = std::make_unique<LineShader>();
patternShader = std::make_unique<PatternShader>();
}
void Painter::changeMatrix(const Tile::ID& id) {
@@ -439,51 +435,3 @@ void Painter::renderBackground() {
glUniform4fv(plainShader->u_color, 1, white.data());
glDrawArrays(GL_TRIANGLES, 0, tileStencilBuffer.length());
}
// Switches to a different shader program.
/**
* @return boolean whether the shader was actually switched
*/
bool Painter::switchShader(std::shared_ptr<Shader> shader) {
assert(false);
if (currentShader != shader) {
glUseProgram(shader->program);
// Disable all attributes from the existing shader that aren't used in
// the new shader. Note: attribute indices are *not* program specific!
if (currentShader) {
const std::forward_list<uint32_t>& hitherto = currentShader->attributes;
const std::forward_list<uint32_t>& henceforth = shader->attributes;
// Find all attribute indices that are used in the old shader,
// but unused in the new one.
for (uint32_t i : hitherto) {
if (std::find(henceforth.begin(), henceforth.end(), i) == henceforth.end()) {
glDisableVertexAttribArray(i);
}
}
// Enable all attributes for the new shader that were not already in
// use in the old one.
for (uint32_t i : henceforth) {
if (std::find(hitherto.begin(), hitherto.end(), i) == hitherto.end()) {
glEnableVertexAttribArray(i);
}
}
currentShader = shader;
} else {
// Enable all attributes for the new shader (== first shader).
for (GLuint index : shader->attributes) {
glEnableVertexAttribArray(index);
}
}
currentShader = shader;
return true;
} else {
return false;
}
}

View File

@@ -2,6 +2,8 @@
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
FillShader::FillShader()
@@ -15,7 +17,6 @@ FillShader::FillShader()
}
a_pos = glGetAttribLocation(program, "a_pos");
attributes.emplace_front(a_pos);
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");

View File

@@ -2,6 +2,8 @@
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
LineShader::LineShader()
@@ -15,11 +17,8 @@ LineShader::LineShader()
}
a_pos = glGetAttribLocation(program, "a_pos");
attributes.emplace_front(a_pos);
a_extrude = glGetAttribLocation(program, "a_extrude");
attributes.emplace_front(a_extrude);
a_linesofar = glGetAttribLocation(program, "a_linesofar");
attributes.emplace_front(a_linesofar);
u_matrix = glGetUniformLocation(program, "u_matrix");
u_exmatrix = glGetUniformLocation(program, "u_exmatrix");

View File

@@ -2,6 +2,8 @@
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
OutlineShader::OutlineShader()
@@ -15,7 +17,6 @@ OutlineShader::OutlineShader()
}
a_pos = glGetAttribLocation(program, "a_pos");
attributes.emplace_front(a_pos);
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");

View File

@@ -2,6 +2,8 @@
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
PatternShader::PatternShader()
@@ -15,7 +17,6 @@ PatternShader::PatternShader()
}
a_pos = glGetAttribLocation(program, "a_pos");
attributes.emplace_front(a_pos);
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");

View File

@@ -2,6 +2,8 @@
#include <llmr/shader/shaders.hpp>
#include <llmr/platform/gl.hpp>
#include <cstdio>
using namespace llmr;
PlainShader::PlainShader()
@@ -15,7 +17,6 @@ PlainShader::PlainShader()
}
a_pos = glGetAttribLocation(program, "a_pos");
attributes.emplace_front(a_pos);
u_matrix = glGetUniformLocation(program, "u_matrix");
u_color = glGetUniformLocation(program, "u_color");