not a good idea yet
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4 changed files with 59 additions and 22 deletions
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@ -27,11 +27,18 @@
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namespace paradiso {
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/**
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* @brief position with integral type
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*/
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struct Point final {
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using value_type = int32_t;
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value_type x{0}, y{0};
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};
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/**
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* @brief size with integral type
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*/
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struct Size final {
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using value_type = uint32_t;
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value_type width{0}, height{0};
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@ -42,11 +49,20 @@ struct Size final {
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return {.width = std::min(width, height),
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.height = std::min(width, height)};
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}
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constexpr Size maximal_extent() const noexcept {
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return {.width = std::max(width, height),
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.height = std::max(width, height)};
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}
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};
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struct Rectangle {
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Point position;
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Size size;
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/**
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* @brief position and size with integral type
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*/
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struct Rectangle final {
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Point position{.x = 0, .y = 0};
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Size size{};
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constexpr bool contains(const Point& p) const noexcept {
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return p.x >= position.x && p.x <= position.x + size.width &&
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@ -24,6 +24,8 @@
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#define PARADISO_SHADER_HPP
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#include <paradiso/globals.hpp>
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#include <paradiso/matrix.hpp>
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#include <paradiso/vector.hpp>
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#include <memory>
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#include <unordered_map>
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@ -60,6 +62,9 @@ struct Shader final {
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set_uniform_at_location(int location,
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int32_t v) const; //!< sets a 32bit signed in a shader
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const Shader&
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set_uniform_at_location(int location,
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const Vector2<float>& v) const; //!< sets a 2D float vector
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/**
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* @brief retrieves the position of a uniform
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* @param name of the uniform
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@ -77,7 +82,7 @@ struct Shader final {
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}
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/**
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* sets data of the
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* sets data of the uniform inside a shader program
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*/
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template <typename T>
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const Shader& set_uniform(std::string const& name, T&& value) const {
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@ -87,7 +92,7 @@ struct Shader final {
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using uniform_t =
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std::variant<bool, int, float,
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double /*,vector2f,vector3f,vector4f,matrix4x4f*/>;
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double ,Vector2<float>/*vector3f,vector4f,matrix4x4f*/>;
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using uniform_entry_t = std::tuple<std::string, uniform_t, int>;
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using uniform_cache_t = std::vector<uniform_entry_t>;
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@ -172,16 +172,19 @@ struct Shader::impl {
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// glUniformMatrix4fv(location,1,GL_FALSE,m.ptr());
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// }
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// void bind(int location,const vector4f& v)
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// {
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// glUniform4fv(location,1,v.ptr());
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// }
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void bind(int location, const Vector2<float>& v) const {
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glUniform2fv(location, 1, v.ptr());
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}
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void bind(int location, const float& v) const { glUniform1f(location, v); }
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void bind(int location, const uint32_t& i) const { glUniform1ui(location, i); }
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void bind(int location, const uint32_t& i) const {
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glUniform1ui(location, i);
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}
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void bind(int location, const int32_t& i) const { glUniform1i(location, i); }
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void bind(int location, const int32_t& i) const {
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glUniform1i(location, i);
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}
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// void bind(int location,const texture& v)
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// {
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@ -211,11 +214,11 @@ const Shader& Shader::set_uniform_at_location(int location, int32_t v) const {
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return *this;
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}
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// Shader &Shader::set_uniform_at_location(int location, vector4f const &v)
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// {
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// impl_->bind(location, v);
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// return *this;
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// }
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const Shader &Shader::set_uniform_at_location(int location, Vector2<float> const &v) const
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{
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impl_->bind(location, v);
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return *this;
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}
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// Shader &Shader::set_uniform_at_location(int location, matrix4x4f const &v)
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// {
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