Add a static assert.
Check if we pass correct count of uniforms name to AssignUniforms().
This commit is contained in:
@@ -703,7 +703,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "TextureMatrix", "ambient");
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AssignUniforms("ModelMatrix", "TextureMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@@ -725,7 +725,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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AssignUniforms("ambient");
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AssignUniforms();
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TU_Albedo = 3;
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AssignTextureUnit(Program,
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@@ -747,11 +747,11 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
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AssignUniforms("ambient");
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AssignUniforms();
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TU_Albedo = 3;
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AssignTextureUnit(Program,
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TexUnit(0, "DiffuseMap"),
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TexUnit(0, "DiffuseMap"),
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TexUnit(1, "SpecularMap"),
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TexUnit(2, "SSAO"),
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TexUnit(TU_Albedo, "Albedo")
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@@ -767,7 +767,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "ambient");
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AssignUniforms("ModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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TU_Albedo = 3;
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@@ -803,7 +803,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "TextureMatrix", "ambient");
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AssignUniforms("ModelMatrix", "TextureMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@@ -824,7 +824,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
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AssignUniforms("ModelMatrix", "windDir", "ambient");
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AssignUniforms("ModelMatrix", "windDir");
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TU_Albedo = 3;
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AssignTextureUnit(Program,
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@@ -842,7 +842,7 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
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AssignUniforms("windDir", "SunDir", "ambient");
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AssignUniforms("windDir", "SunDir");
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TU_Albedo = 3;
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TU_dtex = 4;
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@@ -865,7 +865,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
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AssignUniforms("ModelMatrix", "InverseModelMatrix", "ambient");
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AssignUniforms("ModelMatrix", "InverseModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@@ -885,7 +885,7 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/splatting.frag").c_str());
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AssignUniforms("ModelMatrix", "ambient");
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AssignUniforms("ModelMatrix");
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TU_tex_layout = 3;
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TU_tex_detail0 = 4;
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TU_tex_detail1 = 5;
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@@ -119,16 +119,21 @@ class ShaderHelperSingleton : public Singleton<T>
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protected:
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std::vector<GLuint> uniforms;
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void AssignUniforms(const char* name)
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void AssignUniforms_impl()
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{
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uniforms.push_back(getUniformLocation(Program, name));
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}
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template<typename... U>
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void AssignUniforms(const char* name, U... rest)
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void AssignUniforms_impl(const char* name, U... rest)
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{
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uniforms.push_back(getUniformLocation(Program, name));
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AssignUniforms(rest...);
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AssignUniforms_impl(rest...);
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}
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template<typename... U>
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void AssignUniforms(U... rest)
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{
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static_assert(sizeof...(rest) == sizeof...(Args), "Count of Uniform's name mismatch");
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}
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public:
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