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#ifndef Magnum_AbstractShaderProgram_h
#define Magnum_AbstractShaderProgram_h
/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::AbstractShaderProgram
*/
#include <map>
#include "Shader.h"
#include "AbstractTexture.h"
namespace Magnum {
/**
@brief Base class for shaders
This class is designed to be used via subclassing. Subclasses define these
functions and properties:
- **Attribute location** typedefs defining locations and types for attribute
binding with Mesh::bindAttribute(), for example:
@code
typedef Attribute<0, Vector4> Vertex;
typedef Attribute<1, Vector3> Normal;
typedef Attribute<2, Vector2> TextureCoords;
@endcode
See also bindAttribute().
- **Constructor**, which attaches particular shaders, links the program,
binds attribute locations and gets uniform locations, for example:
@code
// Load shaders from file and attach them to the program
Shader* vertexShader = Shader::fromFile(Shader::Vertex, "PhongShader.vert");
Shader* fragmentShader = Shader::fromFile(Shader::Fragment, "PhongShader.frag");
attachShader(vertexShader);
attachShader(fragmentShader);
// Bind attribute names to IDs
bindAttribute(Vertex::Location, "vertex");
bindAttribute(Normal::Location, "normal");
bindAttribute(TextureCoords::Location, "textureCoords");
// Link, then delete now uneeded shaders
link();
delete vertexShader;
delete fragmentShader;
// Get locations of uniforms
transformationMatrixUniform = uniformLocation("transformationMatrix");
projectionMatrixUniform = uniformLocation("projectionMatrix");
// more uniforms like light location, colors etc.
@endcode
- **Uniform binding functions**, which set shader uniforms with
setUniform() and setUniformArray() functions. Example:
@code
void setTransformationMatrixUniform(const Matrix4& matrix) {
setUniform(transformationMatrixUniform, matrix);
}
@endcode
Basic workflow with AbstractShaderProgram subclasses is: instancing the class
(once at the beginning), then in every frame calling use(), setting uniforms
and calling Mesh::draw() (see its documentation for more).
*/
class MAGNUM_EXPORT AbstractShaderProgram {
AbstractShaderProgram(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram(AbstractShaderProgram&& other) = delete;
AbstractShaderProgram& operator=(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram& operator=(AbstractShaderProgram&& other) = delete;
public:
/**
* @brief Base struct for attribute location and type
*
* See AbstractShaderProgram documentation or Mesh::bindAttribute()
* for an example.
*/
template<size_t i, class T> struct Attribute {
static const size_t Location = i; /**< Location to which the attribute is bound */
typedef T Type; /**< %Attribute type */
};
/** @brief Default constructor */
AbstractShaderProgram();
/**
* @brief Destructor
*
* Deletes the shader program.
*/
~AbstractShaderProgram();
/**
* @brief Use shader
* @return False if the program wasn't successfully linked, true
* otherwise.
*/
bool use();
protected:
/**
* @brief Load shader
* @return False if the shader wasn't successfully compiled, true
* otherwise.
*
* Compiles the shader, if it is not already, and prepares it for
* linking.
* @note The shader should be deleted by caller after linking.
*/
bool attachShader(Shader* shader);
/**
* @brief Bind attribute to given location
* @param location Location
* @param name Attribute name
*
* Binds attribute to location which is be used later for binding
* vertex buffers.
* @note This function should be called between loadShader() calls
* and link().
*/
void bindAttribute(GLuint location, const std::string& name);
/**
* @brief Link the shader
*
* Binds previously specified attributes to given indexes and links the
* shader program together.
*/
void link();
/**
* @brief Get uniform location
* @param name Uniform name
*
* @note This function should be called after link().
*/
GLint uniformLocation(const std::string& name);
/**
* @brief Set uniform value
* @param location Uniform location (see uniformLocation())
* @param value Value
*
* @attention This function doesn't check whether this shader is in use!
*/
inline void setUniform(GLint location, GLint value) {
glUniform1i(location, value);
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, GLuint value) {
glUniform1ui(location, value);
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, GLfloat value) {
glUniform1f(location, value);
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, const Vector3& value) {
glUniform3fv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, const Vector4& value) {
glUniform4fv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, const Matrix3& value) {
glUniformMatrix3fv(location, 1, GL_FALSE, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, const Matrix4& value) {
glUniformMatrix4fv(location, 1, GL_FALSE, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
void setUniform(GLint location, const AbstractTexture* value) {
setUniform(location, value->layer());
}
private:
enum State {
Initialized,
Linked,
Failed
};
GLuint program;
State state;
};
}
#endif