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MapLibreParticleLab/include/mbgl/shaders/shader_program_base.hpp
Alex Cristici 7387bb8c02 Vertex attribute by index instead of map (#2116)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2024-02-16 18:29:53 +00:00

52 lines
1.4 KiB
C++

#pragma once
#include <mbgl/gfx/shader.hpp>
#include <mbgl/gfx/uniform_block.hpp>
#include <mbgl/gfx/vertex_attribute.hpp>
#include <mbgl/util/identity.hpp>
#include <string>
#include <optional>
namespace mbgl {
namespace gfx {
class ShaderProgramBase : public gfx::Shader {
protected:
ShaderProgramBase() {}
ShaderProgramBase(ShaderProgramBase&&) {}
~ShaderProgramBase() noexcept override = default;
template <typename T>
bool set(gfx::VertexAttributeArray& attrs, const size_t id, std::size_t i, T value) {
const auto& item = attrs.get(id);
if (item && i < item->getCount()) {
item->set(i, value);
return true;
}
return false;
}
public:
const util::SimpleIdentity& getID() const { return shaderProgramID; }
/// @brief Gets the sampler location
/// @param name uniform name
virtual std::optional<size_t> getSamplerLocation(const size_t) const = 0;
/// Get the available uniform blocks attached to this shader
virtual const gfx::UniformBlockArray& getUniformBlocks() const = 0;
/// Get the available vertex attributes and their default values
virtual const gfx::VertexAttributeArray& getVertexAttributes() const = 0;
protected:
virtual gfx::UniformBlockArray& mutableUniformBlocks() = 0;
protected:
util::SimpleIdentity shaderProgramID;
};
} // namespace gfx
} // namespace mbgl