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{
mList.push_back(((CoreModifiable*)u)->SharedFromThis());
mCurrent = u;
}
void UniformList::Pop()
{
if (mCurrent == nullptr)
return;
mList.pop_back();
if (mList.size() > 0)
mCurrent = (API3DUniformBase*)mList.back().get();
else
mCurrent = nullptr;
}
IMPLEMENT_CLASS_INFO(ShaderBase)
ShaderBase::ShaderBase(const kstl::string& name, CLASS_NAME_TREE_ARG) : Drawable(name, PASS_CLASS_NAME_TREE_ARG)
, mCurrentShader(nullptr)
, mVertexShaderText(*this, false, LABEL_AND_ID(VertexShader), "")
, mFragmentShaderText(*this, false, LABEL_AND_ID(FragmentShader), "")
, mGeometryShaderText(*this, false, LABEL_AND_ID(GeometryShader), "")
, mAttachedCamera(*this, false, LABEL_AND_ID(AttachedCamera), "")
, museGenericLight(*this, false, LABEL_AND_ID(useGenericLight), false)
, misGeneric(*this, false, LABEL_AND_ID(isGeneric), false)
, mCurrentShaderKey(-1)
{
mRenderPassMask = 0xFFFFFFFF;
}
ShaderBase::~ShaderBase()
{
Dealloc();
}
void ShaderBase::NotifyUpdate(const unsigned int labelid)
{
if ((labelid == mVertexShaderText.getLabelID()) || (labelid == mFragmentShaderText.getLabelID()))
{
Dealloc();
// rebuild only if both shaders are set
if ((((kstl::string)mVertexShaderText) != "") && (((kstl::string)mFragmentShaderText) != ""))
{
BuildShaderStruct* toAdd=Rebuild();
insertBuildShader(mCurrentShaderKey, toAdd);
}
}
Drawable::NotifyUpdate(labelid);
}
void ShaderBase::insertBuildShader(unsigned int key, BuildShaderStruct* toAdd)
{
kstl::map<unsigned int, BuildShaderStruct*>::iterator found= mShaderSourceMap.find(key);
if (found != mShaderSourceMap.end())
{
delete (*found).second;
}
mShaderSourceMap[key] = toAdd;
}
void ShaderBase::setCurrentBuildShader(unsigned int key)
{
kstl::map<unsigned int, BuildShaderStruct*>::iterator found = mShaderSourceMap.find(key);
if (found != mShaderSourceMap.end())
{
mCurrentShader= (*found).second;
mCurrentShaderKey = key;
return;
}
mCurrentShader = nullptr;
mCurrentShaderKey = -1;
}
void ShaderBase::Dealloc()
{
for (auto it : mShaderSourceMap)
{
delete it.second;
}
mShaderSourceMap.clear();
mCurrentShader = nullptr;
}
void ShaderBase::GetMatrixLoc(int loc[5])
{
if ((mCurrentShader)->mLocations)
{
loc[0] = (mCurrentShader)->mLocations->projMatrix;
loc[1] = (mCurrentShader)->mLocations->modelMatrix;
loc[2] = (mCurrentShader)->mLocations->viewMatrix;
loc[3] = (mCurrentShader)->mLocations->farPlane;
loc[4] = (mCurrentShader)->mLocations->uvMatrix;
}