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PolyShader.cpp
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executable file
·127 lines (102 loc) · 3.51 KB
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/*
Copyright (C) 2011 by Ivan Safrin
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#include "PolyShader.h"
using namespace Polycode;
ShaderBinding::ShaderBinding(Shader *shader) {
this->shader = shader;
}
ShaderBinding::~ShaderBinding() {
for(int i=0; i < localParams.size(); i++) {
delete localParams[i];
}
for(int i=0; i < renderTargetBindings.size(); i++) {
delete renderTargetBindings[i];
}
for(int i=0; i < inTargetBindings.size(); i++) {
delete inTargetBindings[i];
}
for(int i=0; i < outTargetBindings.size(); i++) {
delete outTargetBindings[i];
}
}
unsigned int ShaderBinding::getNumLocalParams() {
return localParams.size();
}
LocalShaderParam *ShaderBinding::getLocalParam(unsigned int index) {
return localParams[index];
}
LocalShaderParam *ShaderBinding::getLocalParamByName(const String& name) {
for(int i=0; i < localParams.size(); i++) {
if(localParams[i]->name == name) {
return localParams[i];
}
}
return NULL;
}
LocalShaderParam *ShaderBinding::addLocalParam(const String& name, void *ptr) {
LocalShaderParam *newParam = new LocalShaderParam();
newParam->name = name;
newParam->data = ptr;
localParams.push_back(newParam);
return newParam;
}
void ShaderBinding::addRenderTargetBinding(RenderTargetBinding *binding) {
renderTargetBindings.push_back(binding);
if(binding->mode == RenderTargetBinding::MODE_IN) {
inTargetBindings.push_back(binding);
printf("Adding in target binding [%s] [%s]\n", binding->id.c_str(), binding->name.c_str());
} else {
outTargetBindings.push_back(binding);
printf("Adding out target binding [%s]\n", binding->id.c_str());
}
}
unsigned int ShaderBinding::getNumRenderTargetBindings() {
return renderTargetBindings.size();
}
RenderTargetBinding *ShaderBinding::getRenderTargetBinding(unsigned int index) {
return renderTargetBindings[index];
}
unsigned int ShaderBinding::getNumInTargetBindings() {
return inTargetBindings.size();
}
RenderTargetBinding *ShaderBinding::getInTargetBinding(unsigned int index) {
return inTargetBindings[index];
}
unsigned int ShaderBinding::getNumOutTargetBindings() {
return outTargetBindings.size();
}
RenderTargetBinding *ShaderBinding::getOutTargetBinding(unsigned int index) {
return outTargetBindings[index];
}
Shader::Shader(int type) : Resource(Resource::RESOURCE_SHADER) {
numSpotLights = 0;
numAreaLights = 0;
this->type = type;
}
Shader::~Shader() {
}
int Shader::getType() const {
return type;
}
void Shader::setName(const String& name) {
this->name = name;
}
const String& Shader::getName() const {
return name;
}