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#pragma once
#include "../defines.hpp"
#include <array>
#include <variant>
enum eShaderUniform : uint8_t {
SHADER_PROJ = 0,
SHADER_COLOR,
SHADER_ALPHA_MATTE,
SHADER_TEX_TYPE,
SHADER_SKIP_CM,
SHADER_SOURCE_TF,
SHADER_TARGET_TF,
SHADER_SRC_TF_RANGE,
SHADER_DST_TF_RANGE,
SHADER_TARGET_PRIMARIES_XYZ,
SHADER_MAX_LUMINANCE,
SHADER_SRC_REF_LUMINANCE,
SHADER_DST_MAX_LUMINANCE,
SHADER_DST_REF_LUMINANCE,
SHADER_SDR_SATURATION,
SHADER_SDR_BRIGHTNESS,
SHADER_CONVERT_MATRIX,
SHADER_TEX,
SHADER_ALPHA,
SHADER_POS_ATTRIB,
SHADER_TEX_ATTRIB,
SHADER_MATTE_TEX_ATTRIB,
SHADER_DISCARD_OPAQUE,
SHADER_DISCARD_ALPHA,
SHADER_DISCARD_ALPHA_VALUE,
SHADER_SHADER_VAO,
SHADER_SHADER_VBO,
SHADER_TOP_LEFT,
SHADER_BOTTOM_RIGHT,
SHADER_FULL_SIZE,
SHADER_FULL_SIZE_UNTRANSFORMED,
SHADER_RADIUS,
SHADER_RADIUS_OUTER,
SHADER_ROUNDING_POWER,
SHADER_THICK,
SHADER_HALFPIXEL,
SHADER_RANGE,
SHADER_SHADOW_POWER,
SHADER_USE_ALPHA_MATTE,
SHADER_APPLY_TINT,
SHADER_TINT,
SHADER_GRADIENT,
SHADER_GRADIENT_LENGTH,
SHADER_ANGLE,
SHADER_GRADIENT2,
SHADER_GRADIENT2_LENGTH,
SHADER_ANGLE2,
SHADER_GRADIENT_LERP,
SHADER_TIME,
SHADER_DISTORT,
SHADER_WL_OUTPUT,
SHADER_CONTRAST,
SHADER_PASSES,
SHADER_VIBRANCY,
SHADER_VIBRANCY_DARKNESS,
SHADER_BRIGHTNESS,
SHADER_NOISE,
SHADER_POINTER,
SHADER_POINTER_SHAPE,
SHADER_POINTER_SWITCH_TIME,
SHADER_POINTER_SHAPE_PREVIOUS,
SHADER_POINTER_PRESSED_POSITIONS,
SHADER_POINTER_HIDDEN,
SHADER_POINTER_KILLING,
SHADER_POINTER_PRESSED_TIMES,
SHADER_POINTER_PRESSED_KILLED,
SHADER_POINTER_PRESSED_TOUCHED,
SHADER_POINTER_INACTIVE_TIMEOUT,
SHADER_POINTER_LAST_ACTIVE,
SHADER_POINTER_SIZE,
SHADER_LAST,
};
class CShader {
public:
CShader();
~CShader();
bool createProgram(const std::string& vert, const std::string& frag, bool dynamic = false, bool silent = false);
void setUniformInt(eShaderUniform location, GLint v0);
void setUniformFloat(eShaderUniform location, GLfloat v0);
void setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1);
void setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2);
void setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value);
void setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value);
void setUniform1fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void setUniform2fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void setUniform4fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void destroy();
GLuint program() const;
GLint getUniformLocation(eShaderUniform location) const;
int getInitialTime() const;
void setInitialTime(int time);
private:
GLuint m_program = 0;
float m_initialTime = 0;
std::array<GLint, SHADER_LAST> m_uniformLocations;
struct SUniformMatrix3Data {
GLsizei count = 0;
GLboolean transpose = false;
std::array<GLfloat, 9> value = {};
};
struct SUniformMatrix4Data {
GLsizei count = 0;
GLboolean transpose = false;
std::array<GLfloat, 8> value = {};
};
struct SUniformVData {
GLsizei count = 0;
std::vector<float> value;
};
//
std::array<std::variant<std::monostate, GLint, GLfloat, std::array<GLfloat, 2>, std::array<GLfloat, 3>, std::array<GLfloat, 4>, SUniformMatrix3Data, SUniformMatrix4Data,
SUniformVData>,
SHADER_LAST>
uniformStatus;
//
void logShaderError(const GLuint&, bool program = false, bool silent = false);
GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
void getUniformLocations();
void createVao();
void setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size);
};
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