From 98d7d6cb702af2708f20e7cf16ee10a9f71b578a Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Sat, 13 Mar 2021 15:43:56 -0500 Subject: My First WASM application is rendering a triangle on the frontend --- frontend/_wasm/Shader.h | 63 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 63 insertions(+) create mode 100644 frontend/_wasm/Shader.h (limited to 'frontend/_wasm/Shader.h') diff --git a/frontend/_wasm/Shader.h b/frontend/_wasm/Shader.h new file mode 100644 index 0000000..6ee9981 --- /dev/null +++ b/frontend/_wasm/Shader.h @@ -0,0 +1,63 @@ +#pragma once + +#include +#include +#include +#include "mathlib.h" + +typedef GLuint Shader; + +Shader loadShader(const GLchar* vertexShader, const GLchar* fragmentShader); + +inline GLint getShaderUniform(const Shader& shader, const GLchar *name) { + GLint uid = glGetUniformLocation(shader, name); + if (uid < 0) { + return -1; + } + return uid; +} + +inline GLint getShaderAttribute(const Shader& shader, const GLchar *name) { + printf("Getting attribute for shader, name: %d, %s\n", shader, name); + GLint uid = glGetAttribLocation(shader, name); + if (uid < 0) { + return -1; + } + return uid; +} + +inline void useShader(const Shader& shader) { + glUseProgram(shader); +} + +inline void setShaderFloat(GLint location, GLfloat value) { + glUniform1f(location, value); +} + +inline void setShaderInt(GLint location, GLint value) { + glUniform1i(location, value); +} + +inline void setShaderUint(GLint location, GLuint value) { + glUniform1ui(location, value); +} + +inline void setShaderVec2(GLint location, const Vector2& value) { + glUniform2f(location, value.x, value.y); +} + +inline void setShaderMat4(GLint location, const Mat4x4& matrix) { + glUniformMatrix4fv(location, 1, GL_FALSE, matrix.m); +} + +inline void setShaderBVec3(GLint location, bool first, bool second, bool third) { + glUniform3i(location, first, second, third); +} + +inline void setShaderBVec4(GLint location, bool first, bool second, bool third, bool fourth) { + glUniform4i(location, first, second, third, fourth); +} + +inline void setShaderBool(GLint location, bool value) { + glUniform1i(location, value); +} \ No newline at end of file -- cgit v1.2.1