aboutsummaryrefslogtreecommitdiff
path: root/src/render/jsl.cpp
blob: 5bb934715d0a48d85eb362f59d0f51206f8459bf (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
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);
    }
    
}
}