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NazaraEngine/src/Nazara/OpenGLRenderer/OpenGLRenderPipeline.cpp

57 lines
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C++

// 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 <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/OpenGLRenderer/Utils.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/OpenGLRenderer/OpenGLShaderModule.hpp>
#include <Nazara/Shader/GlslWriter.hpp>
#include <cassert>
#include <stdexcept>
#include <Nazara/OpenGLRenderer/Debug.hpp>
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<OpenGLShaderModule&>(*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;
}
}
}