feature/imgui-sdl
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Last change
on this file was 0b1b52d, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 6 years ago |
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In openglgame, port over the functionality to specify and initialize varying attributes
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Property mode
set to
100644
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File size:
1.2 KB
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| 1 | #ifndef _GRAPHICS_PIPELINE_OPENGL_H
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| 2 | #define _GRAPHICS_PIPELINE_OPENGL_H
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| 3 |
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| 4 | #include "graphics-pipeline.hpp"
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| 5 |
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| 6 | #include <vector>
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| 7 |
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| 8 | #include <GL/glew.h>
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| 9 |
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| 10 | enum VaryingAttribType {
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| 11 | ATTRIB_OBJECT_VARYING,
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| 12 | ATTRIB_POINT_VARYING,
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| 13 | };
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| 14 |
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| 15 | // TODO: Might be better to create a different struct for uniform attributes
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| 16 | struct VaryingAttribInfo {
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| 17 | VaryingAttribType attribType;
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| 18 | GLuint index;
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| 19 | GLint size;
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| 20 | GLenum type;
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| 21 | // UniformType uniType;
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| 22 | GLuint buffer; // For uniforms, this is the uniform location
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| 23 | size_t fieldOffset;
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| 24 | // GLfloat* data; // pointer to data source for uniform attributes
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| 25 | };
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| 26 |
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| 27 | class GraphicsPipeline_OpenGL : public GraphicsPipeline {
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| 28 | public:
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| 29 | GraphicsPipeline_OpenGL(Viewport viewport);
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| 30 | ~GraphicsPipeline_OpenGL();
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| 31 |
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| 32 | void addVaryingAttribute(VaryingAttribType attribType, GLint size, GLenum type, size_t fieldOffset);
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| 33 | void createPipeline(string vertShaderFile, string fragShaderFile);
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| 34 |
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| 35 | private:
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| 36 | GLuint shaderProgram;
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| 37 | GLuint vao;
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| 38 | unsigned int numPoints;
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| 39 |
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| 40 | vector<VaryingAttribInfo> varyingAttribs;
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| 41 |
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| 42 | GLuint loadShaderProgram(string vertShaderFile, string fragShaderFile);
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| 43 | GLuint loadShader(GLenum type, string file);
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| 44 | };
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| 45 |
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| 46 | #endif // _GRAPHICS_PIPELINE_OPENGL_H
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