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shaders.cpp
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#include "shaders.h"
void ShaderContext::writeShaders( ostream& out )
{
for( Shader* boop: m_Shaders )
{
boop->writeOff( out );
out << std::endl;
}
}
void ShaderContext::clear( void )
{
for( Shader* boop: m_Shaders)
{
delete boop;
}
m_Shaders.clear();
}
void SimpleDiffusionShader::writeOff( ostream& out )
{
out << "SIMPLEDIFFUSIONSHADER{" << ID << "}{ " << m_color << " }";
}
void SimpleDiffusionShader::writeShaderData( std::vector<float>& buffer )
{
buffer.push_back( m_color.x );
buffer.push_back( m_color.y );
buffer.push_back( m_color.z );
}
void SimpleDiffusionShaderTex::writeOff( ostream& out )
{
out << "SIMPLEDIFFUSIONSHADERTEX{" << ID << "}{ " << "\"" << std::string(m_filename) << "\"" << " }";
}
void SimpleDiffusionShaderTex::writeShaderData( std::vector<float>& buffer )
{
m_tex->writeTextureData( buffer );
}
SimpleDiffusionShaderTex::~SimpleDiffusionShaderTex( void )
{
}
void ShaderContext::writeShaderData( std::vector<float>& buffer )
{
for( Shader* boop: m_Shaders )
{
boop->m_DataIndex = buffer.size();
boop->writeShaderData( buffer );
}
}
ShaderContext::~ShaderContext( void )
{
for( Shader* boop: m_Shaders )
{
delete boop;
}
}
void ShaderContext::addShader( Shader* shader )
{
shader->ID = m_Shaders.size();
m_Shaders.push_back( shader );
}
Shader* ShaderContext::makeSimpleDiffusionShaderTex( const char* filename )
{
Shader* shader = new SimpleDiffusionShaderTex( filename );
addShader( shader );
return shader;
}
Shader* ShaderContext::makeSimpleDiffusionShader( float3 color )
{
Shader* shader = new SimpleDiffusionShader( color );
addShader( shader );
return shader;
}