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-rw-r--r--src/render/jsl.cpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/render/jsl.cpp b/src/render/jsl.cpp
new file mode 100644
index 0000000..5bb9347
--- /dev/null
+++ b/src/render/jsl.cpp
@@ -0,0 +1,85 @@
+#include "utils/macros.h"
+#include "jsl.h"
+namespace jin
+{
+namespace render
+{
+ //vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords)
+ static const char* base_f = " "
+ "#version 120 \n"
+ "#define number float \n"
+ "#define Image sampler2D \n"
+ "#define Texel texture2D \n"
+ "#define extern uniform \n"
+ "uniform sampler2D _tex0_; \n"
+ "%s \n"
+ "void main(){ \n"
+ "gl_FragColor = effect(gl_Color, _tex0_, gl_TexCoord[0].xy, gl_FragCoord.xy);\n"
+ "}\0";
+
+ void JSLProgram::init(const char* program)
+ {
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
+
+ char* fs = (char*)alloca(strlen(program) + strlen(base_f));
+ sprintf(fs, base_f, program);
+ GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragmentShader, 1, (const GLchar**)&fs, NULL);
+ glCompileShader(fragmentShader);
+
+ pid = glCreateProgram();
+ glAttachShader(pid, fragmentShader);
+ glLinkProgram(pid);
+ }
+
+ shared std::map<std::string, GLint> JSLProgram::_texture_unit_pool;
+ shared GLint JSLProgram::_current_texture_unit = 0;
+ shared GLint JSLProgram::_max_texture_units = 0;
+
+ shared GLint JSLProgram::getTextureUnit(const std::string& name)
+ {
+ std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
+
+ if (it != _texture_unit_pool.end())
+ return it->second;
+
+ if (++_current_texture_unit >= _max_texture_units)
+ return 0;
+
+ _texture_unit_pool[name] = _current_texture_unit;
+ return _current_texture_unit;
+ }
+
+ void JSLProgram::use()
+ {
+ glUseProgram(pid);
+ }
+
+ void JSLProgram::unuse()
+ {
+ glUseProgram(0);
+
+ }
+
+ void JSLProgram::sendFloat(const char* variable, float number)
+ {
+ int loc = glGetUniformLocation(pid, variable);
+ glUniform1f(loc, number);
+ }
+
+ void JSLProgram::sendImage(const char* variable, const Image* image)
+ {
+ GLint texture_unit = getTextureUnit(variable);
+
+ GLint location = glGetUniformLocation(pid, variable);
+
+ glActiveTexture(GL_TEXTURE0 + texture_unit);
+ glBindTexture(GL_TEXTURE_2D, image->getTexture()); // guarantee it gets bound
+ glUniform1i(location, texture_unit);
+
+ // reset texture unit
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+}
+}