// license:BSD-3-Clause // copyright-holders:Ryan Holtz //============================================================ // // effect.cpp - BGFX shader material to be applied to a mesh // //============================================================ #include "effect.h" #include "uniform.h" #include "modules/osdmodule.h" bgfx_effect::bgfx_effect(uint64_t state, bgfx::ShaderHandle vertex_shader, bgfx::ShaderHandle fragment_shader, std::vector uniforms) : m_state(state) { m_program_handle = bgfx::createProgram(vertex_shader, fragment_shader, false); for (int i = 0; i < uniforms.size(); i++) { if (m_uniforms[uniforms[i]->name()] != nullptr) { osd_printf_verbose("Uniform %s appears to be duplicated in one or more effects, please double-check the effect JSON files.\n", uniforms[i]->name()); delete uniforms[i]; continue; } m_uniforms[uniforms[i]->name()] = uniforms[i]; } } bgfx_effect::~bgfx_effect() { for (std::pair uniform : m_uniforms) { delete uniform.second; } m_uniforms.clear(); bgfx::destroy(m_program_handle); } void bgfx_effect::submit(int view, uint64_t blend) { for (std::pair uniform_pair : m_uniforms) { (uniform_pair.second)->upload(); } bgfx::setState(m_state | blend); bgfx::submit(view, m_program_handle); } bgfx_uniform* bgfx_effect::uniform(std::string name) { auto iter = m_uniforms.find(name); return iter != m_uniforms.end() ? iter->second : nullptr; }