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path: root/src/osd/modules/render/bgfx/effect.cpp
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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"

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++)
    {
        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)
{
	for (std::pair<std::string, bgfx_uniform*> uniform_pair : m_uniforms)
	{
		(uniform_pair.second)->upload();
	}
    bgfx::setState(m_state);
    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;
}