rcpp_framework/rendering/opengl/material.cpp

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#include "material.h"
#include <stdio.h>
Material* Material::current_material = nullptr;
void Material::bind() {
//csak a main thread fogja meghívni!
if (!shader) {
shader = ShaderCache::get_singleton()->get_shader(get_material_id());
if (!shader) {
shader = new Shader();
shader->set_vertex_shader_source(get_vertex_shader_source());
shader->set_fragment_shader_source(get_fragment_shader_source());
shader->compile();
ShaderCache::get_singleton()->add_shader(get_material_id(), shader);
}
setup_uniforms();
}
if (current_material && current_material != this) {
current_material->unbind();
setup_state();
}
current_material = this;
shader->bind();
bind_uniforms();
}
void Material::unbind() {
}
void Material::bind_uniforms() {
}
void Material::setup_uniforms() {
}
void Material::setup_state() {
}
GLint Material::get_uniform(const char *name) {
GLint uniform = glGetUniformLocation(shader->program, name);
if (uniform == -1) {
printf("%s is not a valid glsl program variable!\n", name);
}
return uniform;
}
Material::Material() {
shader = nullptr;
}
Material::~Material() {
}