// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include #include namespace Nz { OpenGLRenderPipeline::OpenGLRenderPipeline(OpenGLDevice& device, RenderPipelineInfo pipelineInfo) : m_pipelineInfo(std::move(pipelineInfo)), m_isYFlipped(false) { if (!m_program.Create(device)) throw std::runtime_error("failed to create program"); for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules) { OpenGLShaderModule& shaderModule = static_cast(*shaderModulePtr); for (const GL::Shader& shader : shaderModule.GetShaders()) m_program.AttachShader(shader.GetObjectId()); } m_program.Link(); std::string errLog; if (!m_program.GetLinkStatus(&errLog)) throw std::runtime_error("failed to link program: " + errLog); m_flipYUniformLocation = m_program.GetUniformLocation(GlslWriter::GetFlipYUniformName()); if (m_flipYUniformLocation != -1) m_program.Uniform(m_flipYUniformLocation, 1.f); } void OpenGLRenderPipeline::Apply(const GL::Context& context) const { context.UpdateStates(m_pipelineInfo); context.BindProgram(m_program.GetObjectId()); //< Bind program after states } void OpenGLRenderPipeline::FlipY(bool shouldFlipY) const { if (m_isYFlipped != shouldFlipY) { m_program.Uniform(m_flipYUniformLocation, (shouldFlipY) ? -1.f : 1.f); m_isYFlipped = shouldFlipY; } } }