diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2021-09-25 16:01:54 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2021-09-26 18:05:06 -0700 |
commit | a59229b6d83057650b320e44ad1f2e74f6fceac7 (patch) | |
tree | 2e204f70a800fbf0837eae70be93cc03f317747f /src/pig.c | |
parent | 6f1584f3d16ed04934da9bb1a7591ae3d4127b9a (diff) |
shader: introduce shader_active_uniforms()
The existing shader api only supports caller-provided uniforms
and attributes at instantiation time, with no ability to
introspect what uniforms are actually actively present in a given
shader.
This commit adds introspection of the active uniforms for a given
shader at creation time, as well as when reloaded, keeping the
information around to be accessed via shader_active_uniforms().
The immediate impetus for this is supporting runtime discovery of
uniforms present in the shader source, with the intention of
exposing these as sequencer tracks for external manipulation.
Diffstat (limited to 'src/pig.c')
-rw-r--r-- | src/pig.c | 10 |
1 files changed, 6 insertions, 4 deletions
@@ -72,10 +72,12 @@ static void randomize_color(v3f_t *color) static void pig_uniforms_func(shader_t *shader, void *uniforms_ctxt, void *render_ctxt, unsigned n_uniforms, const int *uniforms, const m4f_t *model_x, float alpha) { - play_t *play = render_ctxt; - pig_t *pig = uniforms_ctxt; - unsigned t0, t1; - float r = randf(); + play_t *play = render_ctxt; + pig_t *pig = uniforms_ctxt; + unsigned t0, t1; + float r = randf(); + const shader_uniform_t *active_uniforms; + int n_active_uniforms; if (play_ticks_elapsed(play, PLAY_TICKS_TIMER2, 1000)) { if (shader_reload_files(shader) < 0) |