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// 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"
#include "osdcore.h"
#include <utility>
bgfx_effect::bgfx_effect(std::string &&name, uint64_t state, bgfx::ShaderHandle vertex_shader, bgfx::ShaderHandle fragment_shader, std::vector<std::unique_ptr<bgfx_uniform> > &uniforms)
: m_name(std::move(name))
, m_state(state)
{
m_program_handle = bgfx::createProgram(vertex_shader, fragment_shader, false);
for (auto &uniform : uniforms)
{
const auto existing = m_uniforms.find(uniform->name());
if (existing != m_uniforms.end())
{
osd_printf_verbose("Uniform %s appears to be duplicated in one or more effects, please double-check the effect JSON files.\n", uniform->name());
uniform.reset();
continue;
}
uniform->create();
m_uniforms.emplace(uniform->name(), std::move(uniform));
}
}
bgfx_effect::~bgfx_effect()
{
m_uniforms.clear();
bgfx::destroy(m_program_handle);
}
void bgfx_effect::submit(int view, uint64_t blend)
{
for (auto &[name, uniform] : m_uniforms)
{
uniform->upload();
}
const uint64_t final_state = (blend != ~0ULL) ? ((m_state & ~BGFX_STATE_BLEND_MASK) | blend) : m_state;
bgfx::setState(final_state);
bgfx::submit(view, m_program_handle);
}
bgfx_uniform* bgfx_effect::uniform(const std::string &name)
{
const auto iter = m_uniforms.find(name);
return (iter != m_uniforms.end()) ? iter->second.get() : nullptr;
}
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