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