mirror of
https://github.com/open-goal/jak-project
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63ac19440c
* Implement instanced renderer for sprite distort * Clean up + formatting
59 lines
1.2 KiB
C++
59 lines
1.2 KiB
C++
#pragma once
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#include <string>
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#include "common/common_types.h"
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class Shader {
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public:
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static constexpr char shader_folder[] = "game/graphics/opengl_renderer/shaders/";
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Shader(const std::string& shader_name);
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Shader() = default;
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void activate();
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bool okay() const { return m_is_okay; }
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u64 id() const { return m_program; }
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private:
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u64 m_frag_shader = 0;
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u64 m_vert_shader = 0;
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u64 m_program = 0;
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bool m_is_okay = false;
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};
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// note: update the constructor in Shader.cpp
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enum class ShaderId {
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SOLID_COLOR = 0,
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DIRECT_BASIC = 1,
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DIRECT_BASIC_TEXTURED = 2,
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DEBUG_RED = 3,
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SKY = 4,
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SKY_BLEND = 5,
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TFRAG3 = 6,
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TFRAG3_NO_TEX = 7,
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SPRITE = 8,
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SPRITE3 = 9,
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DIRECT2 = 10,
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EYE = 11,
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GENERIC = 12,
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OCEAN_TEXTURE = 13,
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OCEAN_TEXTURE_MIPMAP = 14,
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OCEAN_COMMON = 15,
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SHADOW = 16,
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SHRUB = 17,
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COLLISION = 18,
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MERC2 = 19,
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SPRITE_DISTORT = 20,
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SPRITE_DISTORT_INSTANCED = 21,
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MAX_SHADERS
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};
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class ShaderLibrary {
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public:
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ShaderLibrary();
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Shader& operator[](ShaderId id) { return m_shaders[(int)id]; }
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Shader& at(ShaderId id) { return m_shaders[(int)id]; }
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private:
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Shader m_shaders[(int)ShaderId::MAX_SHADERS];
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};
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