diff options
| author | Tom Englund <tomenglund26@gmail.com> | 2026-01-12 18:27:16 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-01-12 18:27:16 +0100 |
| commit | 5e181111216ba05c89b245d9b239b47a914fd714 (patch) | |
| tree | 988ed91b26a1256db61ac20b5c1a64a7fab1e74d /src/render/Shader.cpp | |
| parent | fbf421df889ceff3bac08a9f4b9493def5eecc4d (diff) | |
renderer: shader code refactor (#12926)
* shader: begin the shader refactor
make SShader a class and rename it to CShader, move createprogram,
compileshader, logshadererror to CShader.
* shader: move uniform creation to CShader
move uniform creation to CShader, reduces tons of duplicated effort,
however forcing uniform names to be same in all shaders.
* shader: move to array based frag handling
use an array with an enum so it gets easier dealing with multiple
shaders, move creating program to a for loop and array, reduces line of
code a lot.
* shader: use shared ptr for frags
with smart pointers we can now rename useProgram to useShader and return
the shader directly, means only place we have to decide the shader frag
is when calling useShader. easier for future shader splitting to reduce
branching.
* shader: move unneded public members to private
move structs and uniforms to private add a get/set for initialtime
and add a getUniformLocation to make the code tell what its doing,
instead of direct array getting when all we wanted to get was its value,
also limits the setting of uniformLocations to the createProgram as it should
be.
* shader: fix style nits
set first enum member to 0 , remove extra {}
* shader: dont show a failed notif on success
the logic got inverted in the refactor here.
* shader: split CM shader to rgba/rgbx variants
split shader to rgba/rgbx variants, use bool, and reduce branching.
* shader: split up blurprepare CM and non CM
split up blurprepare, remove skipcm, move gain to gain.glsl.
remove ternary operator and reduce branching by using step() and mix()
use vec3 for gain, make brightness a cheap mulitplication with max.
* shader: split up border to CM/noncm variants
splitup border shader to CM/noncm variant, move common used things to
border.glsl , there is room for optimisations here but its a complex
shader im putting it for future PR.
* shader: touchup blurfinish
make brightness a cheap multiplication instead of branching.
mod is redundant, fract in hash already returns a value in [0.0, 1.0]
Diffstat (limited to 'src/render/Shader.cpp')
| -rw-r--r-- | src/render/Shader.cpp | 305 |
1 files changed, 253 insertions, 52 deletions
diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp index 5081d4c4..635e1328 100644 --- a/src/render/Shader.cpp +++ b/src/render/Shader.cpp @@ -1,4 +1,5 @@ #include "Shader.hpp" +#include "../config/ConfigManager.hpp" #include "render/OpenGL.hpp" #define EPSILON(x, y) (std::abs((x) - (y)) < 1e-5f) @@ -14,51 +15,235 @@ static bool compareFloat(auto a, auto b) { return true; } -SShader::SShader() { - uniformLocations.fill(-1); +CShader::CShader() { + m_uniformLocations.fill(-1); } -SShader::~SShader() { +CShader::~CShader() { destroy(); } -void SShader::createVao() { +void CShader::logShaderError(const GLuint& shader, bool program, bool silent) { + GLint maxLength = 0; + if (program) + glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + else + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + + std::vector<GLchar> errorLog(maxLength); + if (program) + glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data()); + else + glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); + std::string errorStr(errorLog.begin(), errorLog.end()); + + const auto FULLERROR = (program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr; + + Log::logger->log(Log::ERR, "Failed to link shader: {}", FULLERROR); + + if (!silent) + g_pConfigManager->addParseError(FULLERROR); +} + +GLuint CShader::compileShader(const GLuint& type, std::string src, bool dynamic, bool silent) { + auto shader = glCreateShader(type); + + auto shaderSource = src.c_str(); + + glShaderSource(shader, 1, &shaderSource, nullptr); + glCompileShader(shader); + + GLint ok; + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); + + if (dynamic) { + if (ok == GL_FALSE) { + logShaderError(shader, false, silent); + return 0; + } + } else { + if (ok != GL_TRUE) + logShaderError(shader, false); + RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); + } + + return shader; +} + +bool CShader::createProgram(const std::string& vert, const std::string& frag, bool dynamic, bool silent) { + auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic, silent); + if (dynamic) { + if (vertCompiled == 0) + return false; + } else + RASSERT(vertCompiled, "Compiling shader failed. VERTEX nullptr! Shader source:\n\n{}", vert); + + auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic, silent); + if (dynamic) { + if (fragCompiled == 0) + return false; + } else + RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT nullptr! Shader source:\n\n{}", frag); + + auto prog = glCreateProgram(); + glAttachShader(prog, vertCompiled); + glAttachShader(prog, fragCompiled); + glLinkProgram(prog); + + glDetachShader(prog, vertCompiled); + glDetachShader(prog, fragCompiled); + glDeleteShader(vertCompiled); + glDeleteShader(fragCompiled); + + GLint ok; + glGetProgramiv(prog, GL_LINK_STATUS, &ok); + if (dynamic) { + if (ok == GL_FALSE) { + logShaderError(prog, true, silent); + return false; + } + } else { + if (ok != GL_TRUE) + logShaderError(prog, true); + RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!"); + } + + m_program = prog; + + getUniformLocations(); + createVao(); + return true; +} + +// its fine to call glGet on shaders that dont have the uniform +// this however hardcodes the name now. #TODO maybe dont +void CShader::getUniformLocations() { + auto getUniform = [this](const GLchar* name) { return glGetUniformLocation(m_program, name); }; + auto getAttrib = [this](const GLchar* name) { return glGetAttribLocation(m_program, name); }; + + m_uniformLocations[SHADER_PROJ] = getUniform("proj"); + m_uniformLocations[SHADER_COLOR] = getUniform("color"); + m_uniformLocations[SHADER_ALPHA_MATTE] = getUniform("texMatte"); + m_uniformLocations[SHADER_TEX_TYPE] = getUniform("texType"); + + // shader has #include "CM.glsl" + m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); + m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); + m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); + m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); + m_uniformLocations[SHADER_DST_TF_RANGE] = getUniform("dstTFRange"); + m_uniformLocations[SHADER_TARGET_PRIMARIES] = getUniform("targetPrimaries"); + m_uniformLocations[SHADER_MAX_LUMINANCE] = getUniform("maxLuminance"); + m_uniformLocations[SHADER_SRC_REF_LUMINANCE] = getUniform("srcRefLuminance"); + m_uniformLocations[SHADER_DST_MAX_LUMINANCE] = getUniform("dstMaxLuminance"); + m_uniformLocations[SHADER_DST_REF_LUMINANCE] = getUniform("dstRefLuminance"); + m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); + m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); + m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); + // + m_uniformLocations[SHADER_TEX] = getUniform("tex"); + m_uniformLocations[SHADER_ALPHA] = getUniform("alpha"); + m_uniformLocations[SHADER_POS_ATTRIB] = getAttrib("pos"); + m_uniformLocations[SHADER_TEX_ATTRIB] = getAttrib("texcoord"); + m_uniformLocations[SHADER_MATTE_TEX_ATTRIB] = getAttrib("texcoordMatte"); + m_uniformLocations[SHADER_DISCARD_OPAQUE] = getUniform("discardOpaque"); + m_uniformLocations[SHADER_DISCARD_ALPHA] = getUniform("discardAlpha"); + m_uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = getUniform("discardAlphaValue"); + /* set in createVao + m_uniformLocations[SHADER_SHADER_VAO] + m_uniformLocations[SHADER_SHADER_VBO_POS] + m_uniformLocations[SHADER_SHADER_VBO_UV] + */ + m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft"); + m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight"); + + // compat for screenshaders + auto fullSize = getUniform("fullSize"); + if (fullSize == -1) + fullSize = getUniform("screen_size"); + if (fullSize == -1) + fullSize = getUniform("screenSize"); + m_uniformLocations[SHADER_FULL_SIZE] = fullSize; + + m_uniformLocations[SHADER_FULL_SIZE_UNTRANSFORMED] = getUniform("fullSizeUntransformed"); + m_uniformLocations[SHADER_RADIUS] = getUniform("radius"); + m_uniformLocations[SHADER_RADIUS_OUTER] = getUniform("radiusOuter"); + m_uniformLocations[SHADER_ROUNDING_POWER] = getUniform("roundingPower"); + m_uniformLocations[SHADER_THICK] = getUniform("thick"); + m_uniformLocations[SHADER_HALFPIXEL] = getUniform("halfpixel"); + m_uniformLocations[SHADER_RANGE] = getUniform("range"); + m_uniformLocations[SHADER_SHADOW_POWER] = getUniform("shadowPower"); + m_uniformLocations[SHADER_USE_ALPHA_MATTE] = getUniform("useAlphaMatte"); + m_uniformLocations[SHADER_APPLY_TINT] = getUniform("applyTint"); + m_uniformLocations[SHADER_TINT] = getUniform("tint"); + m_uniformLocations[SHADER_GRADIENT] = getUniform("gradient"); + m_uniformLocations[SHADER_GRADIENT_LENGTH] = getUniform("gradientLength"); + m_uniformLocations[SHADER_GRADIENT2] = getUniform("gradient2"); + m_uniformLocations[SHADER_GRADIENT2_LENGTH] = getUniform("gradient2Length"); + m_uniformLocations[SHADER_ANGLE] = getUniform("angle"); + m_uniformLocations[SHADER_ANGLE2] = getUniform("angle2"); + m_uniformLocations[SHADER_GRADIENT_LERP] = getUniform("gradientLerp"); + m_uniformLocations[SHADER_TIME] = getUniform("time"); + m_uniformLocations[SHADER_DISTORT] = getUniform("distort"); + m_uniformLocations[SHADER_WL_OUTPUT] = getUniform("wl_output"); + m_uniformLocations[SHADER_CONTRAST] = getUniform("contrast"); + m_uniformLocations[SHADER_PASSES] = getUniform("passes"); + m_uniformLocations[SHADER_VIBRANCY] = getUniform("vibrancy"); + m_uniformLocations[SHADER_VIBRANCY_DARKNESS] = getUniform("vibrancy_darkness"); + m_uniformLocations[SHADER_BRIGHTNESS] = getUniform("brightness"); + m_uniformLocations[SHADER_NOISE] = getUniform("noise"); + m_uniformLocations[SHADER_POINTER] = getUniform("pointer_position"); + m_uniformLocations[SHADER_POINTER_SHAPE] = getUniform("pointer_shape"); + m_uniformLocations[SHADER_POINTER_SWITCH_TIME] = getUniform("pointer_switch_time"); + m_uniformLocations[SHADER_POINTER_SHAPE_PREVIOUS] = getUniform("pointer_shape_previous"); + m_uniformLocations[SHADER_POINTER_PRESSED_POSITIONS] = getUniform("pointer_pressed_positions"); + m_uniformLocations[SHADER_POINTER_HIDDEN] = getUniform("pointer_hidden"); + m_uniformLocations[SHADER_POINTER_KILLING] = getUniform("pointer_killing"); + m_uniformLocations[SHADER_POINTER_PRESSED_TIMES] = getUniform("pointer_pressed_times"); + m_uniformLocations[SHADER_POINTER_PRESSED_KILLED] = getUniform("pointer_pressed_killed"); + m_uniformLocations[SHADER_POINTER_PRESSED_TOUCHED] = getUniform("pointer_pressed_touched"); + m_uniformLocations[SHADER_POINTER_INACTIVE_TIMEOUT] = getUniform("pointer_inactive_timeout"); + m_uniformLocations[SHADER_POINTER_LAST_ACTIVE] = getUniform("pointer_last_active"); + m_uniformLocations[SHADER_POINTER_SIZE] = getUniform("pointer_size"); +} + +void CShader::createVao() { GLuint shaderVao = 0, shaderVbo = 0, shaderVboUv = 0; glGenVertexArrays(1, &shaderVao); glBindVertexArray(shaderVao); - if (uniformLocations[SHADER_POS_ATTRIB] != -1) { + if (m_uniformLocations[SHADER_POS_ATTRIB] != -1) { glGenBuffers(1, &shaderVbo); glBindBuffer(GL_ARRAY_BUFFER, shaderVbo); glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_STATIC_DRAW); - glEnableVertexAttribArray(uniformLocations[SHADER_POS_ATTRIB]); - glVertexAttribPointer(uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_uniformLocations[SHADER_POS_ATTRIB]); + glVertexAttribPointer(m_uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); } // UV VBO (dynamic, may be updated per frame) - if (uniformLocations[SHADER_TEX_ATTRIB] != -1) { + if (m_uniformLocations[SHADER_TEX_ATTRIB] != -1) { glGenBuffers(1, &shaderVboUv); glBindBuffer(GL_ARRAY_BUFFER, shaderVboUv); glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_DYNAMIC_DRAW); // Initial dummy UVs - glEnableVertexAttribArray(uniformLocations[SHADER_TEX_ATTRIB]); - glVertexAttribPointer(uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_uniformLocations[SHADER_TEX_ATTRIB]); + glVertexAttribPointer(m_uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); - uniformLocations[SHADER_SHADER_VAO] = shaderVao; - uniformLocations[SHADER_SHADER_VBO_POS] = shaderVbo; - uniformLocations[SHADER_SHADER_VBO_UV] = shaderVboUv; + m_uniformLocations[SHADER_SHADER_VAO] = shaderVao; + m_uniformLocations[SHADER_SHADER_VBO_POS] = shaderVbo; + m_uniformLocations[SHADER_SHADER_VBO_UV] = shaderVboUv; - RASSERT(uniformLocations[SHADER_SHADER_VAO] >= 0, "SHADER_SHADER_VAO could not be created"); - RASSERT(uniformLocations[SHADER_SHADER_VBO_POS] >= 0, "SHADER_SHADER_VBO_POS could not be created"); - RASSERT(uniformLocations[SHADER_SHADER_VBO_UV] >= 0, "SHADER_SHADER_VBO_UV could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VAO] >= 0, "SHADER_SHADER_VAO could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VBO_POS] >= 0, "SHADER_SHADER_VBO_POS could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VBO_UV] >= 0, "SHADER_SHADER_VBO_UV could not be created"); } -void SShader::setUniformInt(eShaderUniform location, GLint v0) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformInt(eShaderUniform location, GLint v0) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -67,11 +252,11 @@ void SShader::setUniformInt(eShaderUniform location, GLint v0) { return; cached = v0; - glUniform1i(uniformLocations[location], v0); + glUniform1i(m_uniformLocations[location], v0); } -void SShader::setUniformFloat(eShaderUniform location, GLfloat v0) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -83,11 +268,11 @@ void SShader::setUniformFloat(eShaderUniform location, GLfloat v0) { } cached = v0; - glUniform1f(uniformLocations[location], v0); + glUniform1f(m_uniformLocations[location], v0); } -void SShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -99,11 +284,11 @@ void SShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) } cached = std::array<GLfloat, 2>{v0, v1}; - glUniform2f(uniformLocations[location], v0, v1); + glUniform2f(m_uniformLocations[location], v0, v1); } -void SShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -115,11 +300,11 @@ void SShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 3>{v0, v1, v2}; - glUniform3f(uniformLocations[location], v0, v1, v2); + glUniform3f(m_uniformLocations[location], v0, v1, v2); } -void SShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -131,11 +316,11 @@ void SShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 4>{v0, v1, v2, v3}; - glUniform4f(uniformLocations[location], v0, v1, v2, v3); + glUniform4f(m_uniformLocations[location], v0, v1, v2, v3); } -void SShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -147,11 +332,11 @@ void SShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLbool } cached = SUniformMatrix3Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix3fv(uniformLocations[location], count, transpose, value.data()); + glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data()); } -void SShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -163,11 +348,11 @@ void SShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLbo } cached = SUniformMatrix4Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix4x2fv(uniformLocations[location], count, transpose, value.data()); + glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data()); } -void SShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -180,36 +365,36 @@ void SShader::setUniformfv(eShaderUniform location, GLsizei count, const std::ve cached = SUniformVData{.count = count, .value = value}; switch (vec_size) { - case 1: glUniform1fv(uniformLocations[location], count, value.data()); break; - case 2: glUniform2fv(uniformLocations[location], count, value.data()); break; - case 4: glUniform4fv(uniformLocations[location], count, value.data()); break; + case 1: glUniform1fv(m_uniformLocations[location], count, value.data()); break; + case 2: glUniform2fv(m_uniformLocations[location], count, value.data()); break; + case 4: glUniform4fv(m_uniformLocations[location], count, value.data()); break; default: UNREACHABLE(); } } -void SShader::setUniform1fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { +void CShader::setUniform1fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { setUniformfv(location, count, value, 1); } -void SShader::setUniform2fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { +void CShader::setUniform2fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { setUniformfv(location, count, value, 2); } -void SShader::setUniform4fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { +void CShader::setUniform4fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) { setUniformfv(location, count, value, 4); } -void SShader::destroy() { +void CShader::destroy() { uniformStatus.fill(std::monostate()); - if (program == 0) + if (m_program == 0) return; GLuint shaderVao, shaderVbo, shaderVboUv; - shaderVao = uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : uniformLocations[SHADER_SHADER_VAO]; - shaderVbo = uniformLocations[SHADER_SHADER_VBO_POS] == -1 ? 0 : uniformLocations[SHADER_SHADER_VBO_POS]; - shaderVboUv = uniformLocations[SHADER_SHADER_VBO_UV] == -1 ? 0 : uniformLocations[SHADER_SHADER_VBO_UV]; + shaderVao = m_uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VAO]; + shaderVbo = m_uniformLocations[SHADER_SHADER_VBO_POS] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_POS]; + shaderVboUv = m_uniformLocations[SHADER_SHADER_VBO_UV] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_UV]; if (shaderVao) glDeleteVertexArrays(1, &shaderVao); @@ -220,6 +405,22 @@ void SShader::destroy() { if (shaderVboUv) glDeleteBuffers(1, &shaderVboUv); - glDeleteProgram(program); - program = 0; + glDeleteProgram(m_program); + m_program = 0; +} + +GLint CShader::getUniformLocation(eShaderUniform location) const { + return m_uniformLocations[location]; +} + +GLuint CShader::program() const { + return m_program; +} + +int CShader::getInitialTime() const { + return m_initialTime; +} + +void CShader::setInitialTime(int time) { + m_initialTime = time; } |
