Convert gltk.Program to a class template to generate specialized program classes.

This commit is contained in:
Josh Holtrop 2020-12-07 23:43:42 -05:00
parent 816aca30ac
commit e215485293
2 changed files with 93 additions and 21 deletions

View File

@ -3,10 +3,21 @@ import gltk.shader;
import derelict.opengl; import derelict.opengl;
import std.string; import std.string;
class Program class Program(uniforms...)
{ {
/* The number of template parameters must be a multiple of 2. */
static assert((uniforms.length % 2) == 0);
private GLuint m_id; private GLuint m_id;
static foreach (i, v; uniforms)
{
static if ((i % 2) == 0)
{
mixin("private GLint m_uniform_" ~ v ~ ";");
}
}
this(Args...)(Args args) this(Args...)(Args args)
{ {
m_id = glCreateProgram(); m_id = glCreateProgram();
@ -35,7 +46,7 @@ class Program
glBindAttribLocation(m_id, index, name.toStringz()); glBindAttribLocation(m_id, index, name.toStringz());
} }
void link() const void link()
{ {
glLinkProgram(m_id); glLinkProgram(m_id);
@ -56,6 +67,14 @@ class Program
} }
throw new Exception(message); throw new Exception(message);
} }
static foreach(i, v; uniforms)
{
static if ((i % 2) == 0)
{
mixin("m_uniform_" ~ v ~ " = glGetUniformLocation(m_id, \"" ~ v ~ "\");");
}
}
} }
GLint get_uniform_location(string uniform_name) const GLint get_uniform_location(string uniform_name) const
@ -63,7 +82,7 @@ class Program
return glGetUniformLocation(m_id, uniform_name.toStringz()); return glGetUniformLocation(m_id, uniform_name.toStringz());
} }
void get_uniform_locations(Args...)(string uniform_name, GLint * uniform_location, Args args) void get_uniform_locations(Args...)(string uniform_name, GLint * uniform_location, Args args) const
{ {
*uniform_location = get_uniform_location(uniform_name); *uniform_location = get_uniform_location(uniform_name);
static if (args.length > 0u) static if (args.length > 0u)
@ -82,19 +101,80 @@ class Program
glUseProgram(m_id); glUseProgram(m_id);
} }
private void build(Args...)(Shader s, Args args) const private static string uniform_param_decl_list(string spec)
{
int count = spec[0] - '0';
string type;
if (spec[1] == 'i')
{
type = "GLint";
}
else if (spec[1..2] == "ui")
{
type = "GLuint";
}
else if (spec[1] == 'f')
{
type = "GLfloat";
}
assert(type != "");
if (spec[$ - 1] == 'v')
{
return "uint count, const " ~ type ~ " * v";
}
else
{
string[] decls;
for (int i = 0; i < count; i++)
{
decls ~= type ~ " v" ~ cast(char)('0' + i);
}
return decls.join(", ");
}
}
private static string uniform_param_list(string spec)
{
int count = spec[0] - '0';
if (spec[$ - 1] == 'v')
{
return "count, v";
}
else
{
string[] vees;
for (int i = 0; i < count; i++)
{
vees ~= "v" ~ cast(char)('0' + i);
}
return vees.join(", ");
}
}
static foreach (i, v; uniforms)
{
static if ((i % 2) == 0)
{
mixin("void set_" ~ v ~ "(" ~ uniform_param_decl_list(uniforms[i + 1]) ~ ")"
"{"
" glUniform" ~ uniforms[i + 1] ~ "(m_uniform_" ~ v ~ ", " ~ uniform_param_list(uniforms[i + 1]) ~ ");"
"}");
}
}
private void build(Args...)(Shader s, Args args)
{ {
attach_shader(s); attach_shader(s);
build(args); build(args);
} }
private void build(Args...)(string attrib_name, uint index, Args args) const private void build(Args...)(string attrib_name, uint index, Args args)
{ {
bind_attrib_location(attrib_name, index); bind_attrib_location(attrib_name, index);
build(args); build(args);
} }
private void build() const private void build()
{ {
link(); link();
} }

View File

@ -8,11 +8,8 @@ import jes.gui.font;
class Gui class Gui
{ {
jtk.Window[] m_windows; jtk.Window[] m_windows;
gltk.Program m_text_program; alias TextProgram = gltk.Program!("viewport_size", "2i", "texture", "1i", "color", "4f", "position", "2i");
GLint m_viewport_size; TextProgram m_text_program;
GLint m_texture;
GLint m_color;
GLint m_position;
int width; int width;
int height; int height;
@ -47,12 +44,7 @@ class Gui
v_shader.set_source_from_file("share/jes/shaders/text.v.glsl"); v_shader.set_source_from_file("share/jes/shaders/text.v.glsl");
auto f_shader = new gltk.Shader(GL_FRAGMENT_SHADER); auto f_shader = new gltk.Shader(GL_FRAGMENT_SHADER);
f_shader.set_source_from_file("share/jes/shaders/text.f.glsl"); f_shader.set_source_from_file("share/jes/shaders/text.f.glsl");
m_text_program = new gltk.Program(v_shader, f_shader, "coords", 0); m_text_program = new TextProgram(v_shader, f_shader, "coords", 0);
m_text_program.get_uniform_locations(
"viewport_size", &m_viewport_size,
"texture", &m_texture,
"color", &m_color,
"position", &m_position);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -93,10 +85,10 @@ class Gui
auto font = new Font("share/jes/fonts/freefont-ttf-20120503/FreeMono.ttf", 20); auto font = new Font("share/jes/fonts/freefont-ttf-20120503/FreeMono.ttf", 20);
auto glyph = font.get_glyph('h'); auto glyph = font.get_glyph('h');
m_text_program.use(); m_text_program.use();
glUniform2i(m_viewport_size, width, height); m_text_program.set_viewport_size(width, height);
glUniform1i(m_texture, 0); m_text_program.set_texture(0);
glUniform4f(m_color, 1.0, 1.0, 1.0, 1.0); m_text_program.set_color(1.0, 1.0, 1.0, 1.0);
glUniform2i(m_position, 10, 10); m_text_program.set_position(100, 10);
glyph.render(); glyph.render();
m_windows[0].swap_buffers(); m_windows[0].swap_buffers();
} }