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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"
bgfx_effect::bgfx_effect(uint64_t state, bgfx::ShaderHandle vertex_shader, bgfx::ShaderHandle fragment_shader, std::vector<bgfx_uniform*> 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().c_str());
delete uniforms[i];
continue;
}
m_uniforms[uniforms[i]->name()] = uniforms[i];
}
}
bgfx_effect::~bgfx_effect()
{
for (std::pair<std::string, bgfx_uniform*> uniform : m_uniforms)
{
delete uniform.second;
}
m_uniforms.clear();
bgfx::destroyProgram(m_program_handle);
}
void bgfx_effect::submit(int view, uint64_t blend)
{
for (std::pair<std::string, bgfx_uniform*> 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)
{
std::map<std::string, bgfx_uniform*>::iterator iter = m_uniforms.find(name);
if (iter != m_uniforms.end())
{
return iter->second;
}
return nullptr;
}
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