libgui/include/gui/video/shaders/Shader.h

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2018-06-21 20:44:58 +02:00
/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#ifndef SHADER_H_
#define SHADER_H_
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gx2/shaders.h>
#include <gx2/mem.h>
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#include <gx2/enum.h>
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#include <gx2/registers.h>
#include <gx2/draw.h>
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#include <malloc.h>
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class Shader {
protected:
Shader() {}
virtual ~Shader() {}
public:
static const uint16_t cuVertexAttrSize = sizeof(float) * 3;
static const uint16_t cuTexCoordAttrSize = sizeof(float) * 2;
static const uint16_t cuColorAttrSize = sizeof(uint8_t) * 4;
static void setLineWidth(const float & width) {
GX2SetLineWidth(width);
}
static void draw(int32_t primitive = GX2_PRIMITIVE_MODE_QUADS, uint32_t vtxCount = 4) {
switch(primitive) {
default:
case GX2_PRIMITIVE_MODE_QUADS: {
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, vtxCount, 0, 1);
break;
}
case GX2_PRIMITIVE_MODE_TRIANGLES: {
GX2DrawEx(GX2_PRIMITIVE_MODE_TRIANGLES, vtxCount, 0, 1);
break;
}
case GX2_PRIMITIVE_MODE_TRIANGLE_FAN: {
GX2DrawEx(GX2_PRIMITIVE_MODE_TRIANGLE_FAN, vtxCount, 0, 1);
break;
}
case GX2_PRIMITIVE_MODE_LINES: {
GX2DrawEx(GX2_PRIMITIVE_MODE_LINES, vtxCount, 0, 1);
break;
}
case GX2_PRIMITIVE_MODE_LINE_STRIP: {
GX2DrawEx(GX2_PRIMITIVE_MODE_LINE_STRIP, vtxCount, 0, 1);
break;
}
//! TODO: add other primitives later
};
}
};
#endif // SHADER_H_