#ifndef Magnum_AbstractShaderProgram_h #define Magnum_AbstractShaderProgram_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** @file * @brief Class @ref Magnum::AbstractShaderProgram */ #include #include #include "Magnum/AbstractObject.h" #include "Magnum/Magnum.h" namespace Magnum { namespace Implementation { template struct Attribute; struct ShaderProgramState; } /** @brief Base for shader program implementations @section AbstractShaderProgram-subclassing Subclassing workflow This class is designed to be used via subclassing. Subclasses define these functions and properties: - %Attribute definitions with location and type for configuring meshes, for example: @code typedef Attribute<0, Vector3> Position; typedef Attribute<1, Vector3> Normal; typedef Attribute<2, Vector2> TextureCoordinates; @endcode - **Output attribute locations**, if desired, for example: @code enum: UnsignedInt { ColorOutput = 0, NormalOutput = 1 }; @endcode - **Uniform locations** for setting uniform data (see below) (private variables), for example: @code Int TransformationUniform = 0, ProjectionUniform = 1, DiffuseTextureUniform = 2, SpecularTextureUniform = 3; @endcode - **Constructor**, which attaches particular shaders, links the program and gets uniform locations, for example: @code MyShader() { // Load shaders, compile them and attach them to the program Shader vert(Version::GL430, Shader::Type::Vertex); vert.attachFile("PhongShader.vert"); CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile()); attachShader(vert); Shader frag(Version::GL430, Shader::Type::Fragment); frag.attachFile("PhongShader.vert"); CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile()); attachShader(frag); // Link the program together CORRADE_INTERNAL_ASSERT_OUTPUT(link()); } @endcode - **Uniform setting functions**, which will provide public interface for protected @ref setUniform() functions. For usability purposes you can implement also method chaining. Example: @code MyShader& setTransformation(const Matrix4& matrix) { setUniform(TransformationUniform, matrix); return *this; } MyShader& setProjection(const Matrix4& matrix) { setUniform(ProjectionUniform, matrix); return *this; } @endcode - **Texture setting functions** in which you bind the textures to particular layers using @ref AbstractTexture::bind() and equivalent, for example: @code MyShader& setDiffuseTexture(Texture2D& texture) { texture->bind(0); return *this; } MyShader& setSpecularTexture(Texture2D& texture) { texture->bind(1); return *this; } @endcode @subsection AbstractShaderProgram-attribute-location Binding attribute location The preferred workflow is to specify attribute location for vertex shader input attributes and fragment shader output attributes explicitly in the shader code, e.g.: @code // GLSL 3.30, or #extension GL_ARB_explicit_attrib_location: enable layout(location = 0) in vec4 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 textureCoordinates; @endcode Similarly for ouput attributes, you can also specify blend equation color index for them (see @ref Renderer::BlendFunction for more information about using color input index): @code layout(location = 0, index = 0) out vec4 color; layout(location = 1, index = 1) out vec3 normal; @endcode If you don't have the required extension, declare the attributes without `layout()` qualifier and use functions @ref bindAttributeLocation() and @ref bindFragmentDataLocation() / @ref bindFragmentDataLocationIndexed() between attaching the shaders and linking the program. Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0. @code in vec4 position; in vec3 normal; in vec2 textureCoordinates; @endcode @code out vec4 color; out vec3 normal; @endcode @code // Shaders attached... bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Normal::Location, "normal"); bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); bindFragmentDataLocationIndexed(ColorOutput, 0, "color"); bindFragmentDataLocationIndexed(NormalOutput, 1, "normal"); // Link... @endcode @see @ref Mesh::maxVertexAttributes(), @ref AbstractFramebuffer::maxDrawBuffers() @requires_gl30 %Extension @extension{EXT,gpu_shader4} for using @ref Magnum::AbstractShaderProgram::bindFragmentDataLocation() "bindFragmentDataLocation()". @requires_gl33 %Extension @extension{ARB,blend_func_extended} for using @ref Magnum::AbstractShaderProgram::bindFragmentDataLocationIndexed() "bindFragmentDataLocationIndexed()". @requires_gl33 %Extension @extension{ARB,explicit_attrib_location} for explicit attribute location instead of using @ref Magnum::AbstractShaderProgram::bindAttributeLocation() "bindAttributeLocation()", @ref Magnum::AbstractShaderProgram::bindFragmentDataLocation() "bindFragmentDataLocation()" or @ref Magnum::AbstractShaderProgram::bindFragmentDataLocationIndexed() "bindFragmentDataLocationIndexed()". @requires_gles30 Explicit location specification of input attributes is not supported in OpenGL ES 2.0, use @ref Magnum::AbstractShaderProgram::bindAttributeLocation() "bindAttributeLocation()" instead. @requires_gles30 Multiple fragment shader outputs are not available in OpenGL ES 2.0, similar functionality is available in extension @es_extension{NV,draw_buffers}. @todo @es_extension{EXT,separate_shader_objects} supports explicit attrib location @subsection AbstractShaderProgram-uniform-location Uniform locations The preferred workflow is to specify uniform locations directly in the shader code, e.g.: @code // GLSL 4.30, or #extension GL_ARB_explicit_uniform_location: enable layout(location = 0) uniform mat4 transformation; layout(location = 1) uniform mat4 projection; @endcode If you don't have the required extension, declare the uniforms without the `layout()` qualifier and get uniform location using @ref uniformLocation() *after* linking stage. Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0. @code uniform mat4 transformation; uniform mat4 projection; @endcode @code Int transformationUniform = uniformLocation("transformation"); Int projectionUniform = uniformLocation("projection"); @endcode @see @ref maxUniformLocations() @requires_gl43 %Extension @extension{ARB,explicit_uniform_location} for explicit uniform location instead of using @ref Magnum::AbstractShaderProgram::uniformLocation() "uniformLocation()". @requires_gl Explicit uniform location is not supported in OpenGL ES. Use @ref Magnum::AbstractShaderProgram::uniformLocation() "uniformLocation()" instead. @subsection AbstractShaderProgram-texture-layer Binding texture layer uniforms The preferred workflow is to specify texture layers directly in the shader code, e.g.: @code // GLSL 4.20, or #extension GL_ARB_shading_language_420pack: enable layout(binding = 0) uniform sampler2D diffuseTexture; layout(binding = 1) uniform sampler2D specularTexture; @endcode If you don't have the required extension (or if you want to change the layer later), declare the uniforms without the `layout()` qualifier and set the texture layer uniform using @ref setUniform(Int, const T&) "setUniform(Int, Int)". Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0. @code uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; @endcode @code setUniform(DiffuseTextureUniform, 0); setUniform(SpecularTextureUniform, 1); @endcode @see @ref Shader::maxTextureImageUnits() @requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit texture layer binding instead of using @ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)". @requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use @ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)" instead. @section AbstractShaderProgram-rendering-workflow Rendering workflow Basic workflow with %AbstractShaderProgram subclasses is: instance shader class, configure attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation" for more information) and map shader outputs to framebuffer attachments if needed (see @ref Framebuffer-usage "Framebuffer documentation" for more information). In each draw event set all required shader parameters, bind specific framebuffer (if needed) and then call @ref Mesh::draw(). Example: @code shader.setTransformation(transformation) .setProjection(projection) .setDiffuseTexture(diffuseTexture) .setSpecularTexture(specularTexture); mesh.draw(shader); @endcode @section AbstractShaderProgram-types Mapping between GLSL and Magnum types See @ref types for more information, only types with GLSL equivalent can be used (and their super- or subclasses with the same size and underlying type). See also @ref Attribute::DataType enum for additional type options. @requires_gl30 %Extension @extension{EXT,gpu_shader4} is required when using integer attributes (i.e. @ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Int "Int", @ref Magnum::Vector2ui "Vector2ui", @ref Magnum::Vector2i "Vector2i", @ref Magnum::Vector3ui "Vector3ui", @ref Magnum::Vector3i "Vector3i", @ref Magnum::Vector4ui "Vector4ui" and @ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e. @ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui", @ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui"). @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} is required when using double uniforms (i.e. @ref Magnum::Double "Double", @ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", @ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", @ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", @ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", @ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", @ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). @requires_gl41 %Extension @extension{ARB,vertex_attrib_64bit} is required when using double attributes (i.e. @ref Magnum::Double "Double", @ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", @ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", @ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", @ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", @ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", @ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). @requires_gles30 Integer attributes, unsigned integer uniforms and non-square matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3", @ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4", @ref Magnum::Matrix4x2d "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and @ref Magnum::Matrix4x3 "Matrix4x3") are not available in OpenGL ES 2.0. @requires_gl Double attributes and uniforms are not available in OpenGL ES. @section AbstractShaderProgram-performance-optimization Performance optimizations %Shader limits (such as @ref maxVertexAttributes()) are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. If extension @extension{ARB,separate_shader_objects} (part of OpenGL 4.1) or @extension{EXT,direct_state_access} is available, uniform setting functions use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See @ref setUniform() documentation for more information. To achieve least state changes, set all uniforms in one run -- method chaining comes in handy. @see @ref portability-shaders @todo Use Containers::ArrayReference for setting uniform arrays? @todo Compiling and linking more than one shader in parallel, then checking status, should be faster -- https://twitter.com/g_truc/status/352778836657700866 @todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@extension{ARB,ES2_compatibility}) */ class MAGNUM_EXPORT AbstractShaderProgram: public AbstractObject { friend class Mesh; friend class MeshView; friend struct Implementation::ShaderProgramState; public: template class Attribute; /** * @brief Max supported vertex attribute count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. * @see @ref Mesh::maxVertexAttributes(), * @ref AbstractShaderProgram::Attribute, @fn_gl{Get} with * @def_gl{MAX_VERTEX_ATTRIBS} */ static Int maxVertexAttributes(); #ifdef MAGNUM_BUILD_DEPRECATED /** * @copydoc maxVertexAttributes() * @deprecated Use @ref Magnum::AbstractShaderProgram::maxVertexAttributes() "maxVertexAttributes()" * instead. */ static CORRADE_DEPRECATED("use maxVertexAttributes() instead") Int maxSupportedVertexAttributeCount() { return maxVertexAttributes(); } #endif #ifndef MAGNUM_TARGET_GLES /** * @brief Max supported atomic counter buffer size * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,shader_atomic_counters} is * not available, returns `0`. * @requires_gl Atomic counters are not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_ATOMIC_COUNTER_BUFFER_SIZE} */ static Int maxAtomicCounterBufferSize(); /** * @brief Max supported compute shared memory size * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,compute_shader} is not * available, returns `0`. * @requires_gl Compute shaders are not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_COMPUTE_SHARED_MEMORY_SIZE} */ static Int maxComputeSharedMemorySize(); /** * @brief Max supported compute work group invocation count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,compute_shader} is not * available, returns `0`. * @requires_gl Compute shaders are not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_COMPUTE_WORK_GROUP_INVOCATIONS} */ static Int maxComputeWorkGroupInvocations(); /** @todo MAX_COMPUTE_WORK_GROUP_COUNT, MAX_COMPUTE_WORK_GROUP_SIZE */ /** * @brief Max supported image unit count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,shader_image_load_store} * is not available, returns `0`. * @requires_gl Image load/store is not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_IMAGE_UNITS} */ static Int maxImageUnits(); /** * @brief Max supported image sample count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,shader_image_load_store} * is not available, returns `0`. * @requires_gl Image load/store is not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_IMAGE_SAMPLES} */ static Int maxImageSamples(); /** * @brief Max supported combined shader output resource count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If neither @extension{ARB,shader_image_load_store} * nor @extension{ARB,shader_storage_buffer_object} extension is * available, returns `0`. * @requires_gl Image load/store is not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_COMBINED_SHADER_OUTPUT_RESOURCES} */ static Int maxCombinedShaderOutputResources(); /** * @brief Max supported shader storage block size * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,shader_storage_buffer_object} * is not available, returns `0`. * @requires_gl Shader storage is not available in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} */ static Long maxShaderStorageBlockSize(); #endif #ifndef MAGNUM_TARGET_GLES2 /** * @brief Max supported uniform block size * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,uniform_buffer_object} * is not available, returns `0`. * @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. * @see @fn_gl{Get} with @def_gl{MAX_UNIFORM_BLOCK_SIZE} */ static Int maxUniformBlockSize(); #endif #ifndef MAGNUM_TARGET_GLES /** * @brief Max supported explicit uniform location count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{ARB,explicit_uniform_location} * is not available, returns `0`. * @requires_gl Explicit uniform location is not supported in OpenGL ES. * @see @fn_gl{Get} with @def_gl{MAX_UNIFORM_LOCATIONS} */ static Int maxUniformLocations(); #endif #ifndef MAGNUM_TARGET_GLES2 /** * @brief Min supported program texel offset * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{EXT,gpu_shader4} is not * available, returns `0`. * @requires_gles30 Texture lookup with offset is not available in * OpenGL ES 2.0. * @see @fn_gl{Get} with @def_gl{MIN_PROGRAM_TEXEL_OFFSET} */ static Int minTexelOffset(); /** * @brief Max supported program texel offset * * The result is cached, repeated queries don't result in repeated * OpenGL calls. If extension @extension{EXT,gpu_shader4} is not * available, returns `0`. * @requires_gles30 Texture lookup with offset is not available in * OpenGL ES 2.0. * @see @fn_gl{Get} with @def_gl{MAX_PROGRAM_TEXEL_OFFSET} */ static Int maxTexelOffset(); #endif /** * @brief Constructor * * Creates one OpenGL shader program. * @see @fn_gl{CreateProgram} */ explicit AbstractShaderProgram(); /** @brief Copying is not allowed */ AbstractShaderProgram(const AbstractShaderProgram&) = delete; /** @brief Move constructor */ AbstractShaderProgram(AbstractShaderProgram&& other) noexcept; /** * @brief Destructor * * Deletes associated OpenGL shader program. * @see @fn_gl{DeleteProgram} */ virtual ~AbstractShaderProgram() = 0; /** @brief Copying is not allowed */ AbstractShaderProgram& operator=(const AbstractShaderProgram&) = delete; /** @brief Move assignment */ AbstractShaderProgram& operator=(AbstractShaderProgram&& other) noexcept; /** @brief OpenGL program ID */ GLuint id() const { return _id; } /** * @brief %Shader program label * * The result is *not* cached, repeated queries will result in repeated * OpenGL calls. If OpenGL 4.3 is not supported and neither * @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES * extension is available, this function returns empty string. * @see @fn_gl{GetObjectLabel} with @def_gl{PROGRAM} or * @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with * @def_gl{PROGRAM_OBJECT_EXT} */ std::string label() const; /** * @brief Set shader program label * @return Reference to self (for method chaining) * * Default is empty string. If OpenGL 4.3 is not supported and neither * @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES * extension is available, this function does nothing. * @see @ref maxLabelLength(), @fn_gl{ObjectLabel} with * @def_gl{PROGRAM} or @fn_gl_extension2{LabelObject,EXT,debug_label} * with @def_gl{PROGRAM_OBJECT_EXT} */ AbstractShaderProgram& setLabel(const std::string& label); /** * @brief Validate program * * Returns validation status and optional validation message. * @see @fn_gl{ValidateProgram}, @fn_gl{GetProgram} with * @def_gl{VALIDATE_STATUS}, @def_gl{INFO_LOG_LENGTH}, * @fn_gl{GetProgramInfoLog} */ std::pair validate(); #ifdef MAGNUM_BUILD_DEPRECATED /** * @brief Use shader for rendering * @deprecated Use @ref Magnum::Mesh::draw(AbstractShaderProgram&) "Mesh::draw(AbstractShaderProgram&)" instead. */ void use(); #endif protected: #ifndef MAGNUM_TARGET_GLES2 /** * @brief Allow retrieving program binary * * Initially disabled. * @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT} * @requires_gl41 %Extension @extension{ARB,get_program_binary} * @requires_gles30 Always allowed in OpenGL ES 2.0. */ void setRetrievableBinary(bool enabled) { glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE); } #endif /** * @brief Allow the program to be bound to individual pipeline stages * * Initially disabled. * @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE} * @requires_gl41 %Extension @extension{ARB,separate_shader_objects} * @requires_es_extension %Extension @es_extension{EXT,separate_shader_objects} */ void setSeparable(bool enabled) { /** @todo Remove when extension wrangler is available for ES */ #ifndef MAGNUM_TARGET_GLES glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE); #else static_cast(enabled); #endif } /** * @brief Attach shader * * @see @fn_gl{AttachShader} */ void attachShader(Shader& shader); /** * @brief Bind attribute to given location * @param location Location * @param name Attribute name * * Binds attribute to location which is used later for binding vertex * buffers. * @deprecated_gl Preferred usage is to specify attribute location * explicitly in the shader instead of using this function. See * @ref AbstractShaderProgram-attribute-location "class documentation" * for more information. * @see @fn_gl{BindAttribLocation} */ void bindAttributeLocation(UnsignedInt location, const std::string& name); #ifndef MAGNUM_TARGET_GLES /** * @brief Bind fragment data to given location and color input index * @param location Location * @param index Blend equation color input index (`0` or `1`) * @param name Fragment output variable name * * Binds fragment data to location which is used later for framebuffer * operations. See also @ref Renderer::BlendFunction for more * information about using color input index. * @deprecated_gl Preferred usage is to specify attribute location * explicitly in the shader instead of using this function. See * @ref AbstractShaderProgram-attribute-location "class documentation" * for more information. * @see @fn_gl{BindFragDataLocationIndexed} * @requires_gl33 %Extension @extension{ARB,blend_func_extended} * @requires_gl Multiple blend function inputs are not available in * OpenGL ES. */ void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name); /** * @brief Bind fragment data to given location and first color input index * @param location Location * @param name Fragment output variable name * * The same as @ref bindFragmentDataLocationIndexed(), but with `index` * set to `0`. * @see @fn_gl{BindFragDataLocation} * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gl Use explicit location specification in OpenGL ES 3.0 * and `gl_FragData[n]` provided by @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} * in OpenGL ES 2.0. */ void bindFragmentDataLocation(UnsignedInt location, const std::string& name); #endif /** * @brief Link the shader * * Returns `false` if linking failed, `true` otherwise. Compiler * message (if any) is printed to error output. All attached shaders * must be compiled with @ref Shader::compile() before linking. * @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with * @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH}, * @fn_gl{GetProgramInfoLog} */ bool link(); /** * @brief Get uniform location * @param name Uniform name * * @deprecated_gl Preferred usage is to specify uniform location * explicitly in the shader instead of using this function. See * @ref AbstractShaderProgram-uniform-location "class documentation" * for more information. * @see @fn_gl{GetUniformLocation} */ Int uniformLocation(const std::string& name); /** * @brief Set uniform value * @param location Uniform location * @param value Value * * Convenience alternative for setting one value, see * @ref setUniform(Int, UnsignedInt, const Float*) for more * information. */ #ifdef DOXYGEN_GENERATING_OUTPUT template inline void setUniform(Int location, const T& value); #else void setUniform(Int location, Float value) { setUniform(location, 1, &value); } void setUniform(Int location, Int value) { setUniform(location, 1, &value); } #ifndef MAGNUM_TARGET_GLES2 void setUniform(Int location, UnsignedInt value) { setUniform(location, 1, &value); } #endif #ifndef MAGNUM_TARGET_GLES void setUniform(Int location, Double value) { setUniform(location, 1, &value); } #endif template void setUniform(Int location, const Math::Vector& value) { setUniform(location, 1, &value); } template void setUniform(Int location, const Math::RectangularMatrix& value) { setUniform(location, 1, &value); } #endif /** * @brief Set uniform values * @param location Uniform location * @param count Value count * @param values Values * * If neither @extension{ARB,separate_shader_objects} (part of OpenGL * 4.1) nor @extension{EXT,direct_state_access} is available, the * shader is marked for use before the operation. * @see @ref setUniform(Int, const T&), @fn_gl{UseProgram}, @fn_gl{Uniform} * or @fn_gl{ProgramUniform}/@fn_gl_extension{ProgramUniform,EXT,direct_state_access}. */ void setUniform(Int location, UnsignedInt count, const Float* values); void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Float>* values); /**< @overload */ /** @copydoc setUniform(Int, UnsignedInt, const Float*) */ void setUniform(Int location, UnsignedInt count, const Int* values); void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Int>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Int>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Int>* values); /**< @overload */ #ifndef MAGNUM_TARGET_GLES2 /** * @copydoc setUniform(Int, UnsignedInt, const Float*) * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gles30 Only signed integers are available in OpenGL ES 2.0. */ void setUniform(Int location, UnsignedInt count, const UnsignedInt* values); void setUniform(Int location, UnsignedInt count, const Math::Vector<2, UnsignedInt>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<3, UnsignedInt>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<4, UnsignedInt>* values); /**< @overload */ #endif #ifndef MAGNUM_TARGET_GLES /** * @copydoc setUniform(Int, UnsignedInt, const Float*) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ void setUniform(Int location, UnsignedInt count, const Double* values); void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Double>* values); /**< @overload */ #endif /** @copydoc setUniform(Int, UnsignedInt, const Float*) */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Float>* values); void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Float>* values); /**< @overload */ #ifndef MAGNUM_TARGET_GLES2 /** * @copydoc setUniform(Int, UnsignedInt, const Float*) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Float>* values); void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Float>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Float>* values); /**< @overload */ #endif #ifndef MAGNUM_TARGET_GLES /** * @copydoc setUniform(Int, UnsignedInt, const Float*) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Double>* values); void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Double>* values); /**< @overload */ void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Double>* values); /**< @overload */ #endif private: #ifndef MAGNUM_BUILD_DEPRECATED void use(); #endif void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLfloat* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLint* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLuint* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLdouble* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); #endif void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLfloat* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLint* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLuint* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLdouble* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLfloat* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLint* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLuint* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLdouble* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); #endif void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); #endif void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); #endif GLuint _id; }; /** @brief Base struct for attribute location and type Template parameter @p location is vertex attribute location, number between `0` and @ref maxVertexAttributes(). To ensure compatibility, you should always have vertex attribute with location `0`. Template parameter @p T is the type which is used for shader attribute, e.g. @ref Vector4i for `ivec4`. DataType is type of passed data when adding vertex buffers to mesh. By default it is the same as type used in shader (e.g. @ref DataType::Int for @ref Vector4i). It's also possible to pass integer data to floating-point shader inputs. In this case you may want to normalize the values (e.g. color components from 0-255 to 0.0f - 1.0f) -- see @ref DataOption::Normalized. Only some types are allowed as attribute types, see @ref AbstractShaderProgram-types for more information. See @ref AbstractShaderProgram-subclassing for example usage in shaders and @ref Mesh-configuration for example usage when adding vertex buffers to mesh. */ template class AbstractShaderProgram::Attribute { public: enum: UnsignedInt { Location = location, /**< Location to which the attribute is bound */ /** * Count of vectors in this type * * @see @ref vectorSize() */ VectorCount = Implementation::Attribute::VectorCount }; /** * @brief Scalar type * * The underlying scalar type of the attribute. * @see @ref Type, @ref DataType */ typedef typename Implementation::Attribute::ScalarType ScalarType; /** * @brief Component count * * Count of components passed to the shader. If passing smaller count * of components than corresponding type has, unspecified components * are set to default values (second and third to `0`, fourth to `1`). */ #ifdef DOXYGEN_GENERATING_OUTPUT enum class Components: GLint { /** * Only first component is specified. Second, third and fourth * component are set to `0`, `0`, `1`, respectively. Only for * scalar and vector types, not matrices. */ One = 1, /** * First two components are specified. Third and fourth component * are set to `0`, `1`, respectively. Only for two, three and * four-component vector types and 2x2, 3x2 and 4x2 matrix types. */ Two = 2, /** * First three components are specified. Fourth component is set to * `1`. Only for three and four-component vector types, 2x3, 3x3 * and 4x3 matrix types. */ Three = 3, /** * All four components are specified. Only for four-component * vector types and 2x4, 3x4 and 4x4 matrix types. */ Four = 4, #ifndef MAGNUM_TARGET_GLES /** * Four components with BGRA ordering. Only for four-component * float vector type. Must be used along with @ref DataType::UnsignedByte * and @ref DataOption::Normalized. * @requires_gl32 %Extension @extension{ARB,vertex_array_bgra} * @requires_gl Only RGBA component ordering is supported in OpenGL * ES. */ BGRA = GL_BGRA #endif }; #else typedef typename Implementation::Attribute::Components Components; #endif /** * @brief Data type * * Type of data passed to shader. * @see @ref Type, @ref DataOptions, @ref Attribute() */ #ifdef DOXYGEN_GENERATING_OUTPUT enum class DataType: GLenum { UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */ Byte = GL_BYTE, /**< Byte */ UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */ Short = GL_SHORT, /**< Short */ UnsignedInt = GL_UNSIGNED_INT, /**< Unsigned int */ Int = GL_INT, /**< Int */ /** * Half float. Only for float attribute types. * @requires_gl30 %Extension @extension{NV,half_float} * @requires_gles30 %Extension @es_extension{OES,vertex_half_float} * in OpenGL ES 2.0 */ HalfFloat = GL_HALF_FLOAT, /** Float. Only for float attribute types. */ Float = GL_FLOAT, #ifndef MAGNUM_TARGET_GLES /** * Double. Only for float and double attribute types. * @requires_gl Only floats are available in OpenGL ES. */ Double = GL_DOUBLE, #endif /* GL_FIXED not supported */ #ifndef MAGNUM_TARGET_GLES2 /** * Unsigned 2.10.10.10 packed integer. Only for four-component * float vector attribute type. * @todo How about (incompatible) @es_extension{OES,vertex_type_10_10_10_2}? * @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} * @requires_gles30 Packed attributes are not available in OpenGL * ES 2.0 */ UnsignedInt2101010Rev = GL_UNSIGNED_INT_2_10_10_10_REV, /** * Signed 2.10.10.10 packed integer. Only for four-component float * vector attribute type. * @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} * @requires_gles30 Packed attributes are not available in OpenGL * ES 2.0 */ Int2101010Rev = GL_INT_2_10_10_10_REV #endif }; #else typedef typename Implementation::Attribute::DataType DataType; #endif /** * @brief Data option * @see @ref DataOptions, @ref Attribute() */ #ifdef DOXYGEN_GENERATING_OUTPUT enum class DataOption: UnsignedByte { /** * Normalize integer components. Only for float attribute types. * Default is to not normalize. */ Normalized = 1 << 0 }; #else typedef typename Implementation::Attribute::DataOption DataOption; #endif /** * @brief Data options * @see @ref Attribute() */ #ifdef DOXYGEN_GENERATING_OUTPUT typedef typename Containers::EnumSet DataOptions; #else typedef typename Implementation::Attribute::DataOptions DataOptions; #endif /** * @brief Constructor * @param components Component count * @param dataType Type of passed data. Default is the same as * type used in shader (e.g. @ref DataType::Int for @ref Vector4i). * @param dataOptions Data options. Default is no options. */ constexpr Attribute(Components components, DataType dataType = Implementation::Attribute::DefaultDataType, DataOptions dataOptions = DataOptions()): _components(components), _dataType(dataType), _dataOptions(dataOptions) {} /** * @brief Constructor * @param dataType Type of passed data. Default is the same as * type used in shader (e.g. @ref DataType::Int for @ref Vector4i). * @param dataOptions Data options. Default is no options. * * Component count is set to the same value as in type used in shader * (e.g. @ref Components::Three for @ref Vector3). */ constexpr Attribute(DataType dataType = Implementation::Attribute::DefaultDataType, DataOptions dataOptions = DataOptions()): _components(Implementation::Attribute::DefaultComponents), _dataType(dataType), _dataOptions(dataOptions) {} /** @brief Component count of passed data */ constexpr Components components() const { return _components; } /** @brief Type of passed data */ constexpr DataType dataType() const { return _dataType; } /** * @brief Size of each vector in passed data * * @see @ref VectorCount */ UnsignedInt vectorSize() const { return Implementation::Attribute::size(GLint(_components), _dataType); } /** @brief Data options */ constexpr DataOptions dataOptions() const { return _dataOptions; } private: Components _components; DataType _dataType; DataOptions _dataOptions; }; #ifdef DOXYGEN_GENERATING_OUTPUT /** @debugoperator{Magnum::AbstractShaderProgram::Attribute} */ template Debug operator<<(Debug debug, AbstractShaderProgram::Attribute::Components); /** @debugoperator{Magnum::AbstractShaderProgram::Attribute} */ template Debug operator<<(Debug debug, AbstractShaderProgram::Attribute::DataType); #endif namespace Implementation { /* Base for sized attributes */ template struct SizedAttribute; /* Vector attribute sizes */ template struct SizedVectorAttribute { enum: UnsignedInt { VectorCount = UnsignedInt(cols) }; }; template<> struct SizedAttribute<1, 1>: SizedVectorAttribute<1> { enum class Components: GLint { One = 1 }; constexpr static Components DefaultComponents = Components::One; }; template<> struct SizedAttribute<1, 2>: SizedVectorAttribute<1> { enum class Components: GLint { One = 1, Two = 2 }; constexpr static Components DefaultComponents = Components::Two; }; template<> struct SizedAttribute<1, 3>: SizedVectorAttribute<1> { enum class Components: GLint { One = 1, Two = 2, Three = 3 }; constexpr static Components DefaultComponents = Components::Three; }; template<> struct SizedAttribute<1, 4>: SizedVectorAttribute<1> { enum class Components: GLint { One = 1, Two = 2, Three = 3, Four = 4 }; constexpr static Components DefaultComponents = Components::Four; }; Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 1>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 2>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 3>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 4>::Components value); /* Matrix attribute sizes */ template struct SizedMatrixAttribute; template<> struct SizedMatrixAttribute<2> { enum class Components: GLint { Two = 2 }; constexpr static Components DefaultComponents = Components::Two; }; template<> struct SizedMatrixAttribute<3> { enum class Components: GLint { Three = 3 }; constexpr static Components DefaultComponents = Components::Three; }; template<> struct SizedMatrixAttribute<4> { enum class Components: GLint { Four = 4 }; constexpr static Components DefaultComponents = Components::Four; }; Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<2>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<3>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<4>::Components value); template<> struct SizedAttribute<2, 2>: SizedVectorAttribute<2>, SizedMatrixAttribute<2> {}; template<> struct SizedAttribute<3, 3>: SizedVectorAttribute<3>, SizedMatrixAttribute<3> {}; template<> struct SizedAttribute<4, 4>: SizedVectorAttribute<4>, SizedMatrixAttribute<4> {}; #ifndef MAGNUM_TARGET_GLES2 template<> struct SizedAttribute<2, 3>: SizedVectorAttribute<2>, SizedMatrixAttribute<3> {}; template<> struct SizedAttribute<3, 2>: SizedVectorAttribute<3>, SizedMatrixAttribute<2> {}; template<> struct SizedAttribute<2, 4>: SizedVectorAttribute<2>, SizedMatrixAttribute<4> {}; template<> struct SizedAttribute<4, 2>: SizedVectorAttribute<4>, SizedMatrixAttribute<2> {}; template<> struct SizedAttribute<3, 4>: SizedVectorAttribute<3>, SizedMatrixAttribute<4> {}; template<> struct SizedAttribute<4, 3>: SizedVectorAttribute<4>, SizedMatrixAttribute<3> {}; #endif /* Base for attributes */ template struct Attribute; /* Base for float attributes */ struct FloatAttribute { typedef Float ScalarType; enum class DataType: GLenum { UnsignedByte = GL_UNSIGNED_BYTE, Byte = GL_BYTE, UnsignedShort = GL_UNSIGNED_SHORT, Short = GL_SHORT, UnsignedInt = GL_UNSIGNED_INT, Int = GL_INT, #ifndef MAGNUM_TARGET_GLES2 HalfFloat = GL_HALF_FLOAT, #else HalfFloat = GL_HALF_FLOAT_OES, #endif Float = GL_FLOAT #ifndef MAGNUM_TARGET_GLES , Double = GL_DOUBLE #endif }; constexpr static DataType DefaultDataType = DataType::Float; enum class DataOption: UnsignedByte { Normalized = 1 << 0 }; typedef Containers::EnumSet DataOptions; static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); }; CORRADE_ENUMSET_OPERATORS(FloatAttribute::DataOptions) Debug MAGNUM_EXPORT operator<<(Debug debug, FloatAttribute::DataType value); #ifndef MAGNUM_TARGET_GLES2 /* Base for int attributes */ struct IntAttribute { typedef Int ScalarType; enum class DataType: GLenum { UnsignedByte = GL_UNSIGNED_BYTE, Byte = GL_BYTE, UnsignedShort = GL_UNSIGNED_SHORT, Short = GL_SHORT, UnsignedInt = GL_UNSIGNED_INT, Int = GL_INT }; constexpr static DataType DefaultDataType = DataType::Int; enum class DataOption: UnsignedByte {}; typedef Containers::EnumSet DataOptions; static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); }; Debug MAGNUM_EXPORT operator<<(Debug debug, IntAttribute::DataType value); /* Base for unsigned int attributes */ struct UnsignedIntAttribute { typedef UnsignedInt ScalarType; typedef IntAttribute::DataType DataType; constexpr static DataType DefaultDataType = DataType::UnsignedInt; typedef IntAttribute::DataOption DataOption; typedef Containers::EnumSet DataOptions; static UnsignedInt size(GLint components, DataType dataType) { return IntAttribute::size(components, dataType); } }; #endif #ifndef MAGNUM_TARGET_GLES /* Base for double attributes */ struct DoubleAttribute { typedef Double ScalarType; enum class DataType: GLenum { Double = GL_DOUBLE }; constexpr static DataType DefaultDataType = DataType::Double; enum class DataOption: UnsignedByte {}; typedef Containers::EnumSet DataOptions; static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); }; Debug MAGNUM_EXPORT operator<<(Debug debug, DoubleAttribute::DataType value); #endif /* Floating-point four-component vector is absolutely special case */ template<> struct Attribute> { typedef Float ScalarType; enum class Components: GLint { One = 1, Two = 2, Three = 3, Four = 4 #ifndef MAGNUM_TARGET_GLES , BGRA = GL_BGRA #endif }; constexpr static Components DefaultComponents = Components::Four; enum class DataType: GLenum { UnsignedByte = GL_UNSIGNED_BYTE, Byte = GL_BYTE, UnsignedShort = GL_UNSIGNED_SHORT, Short = GL_SHORT, UnsignedInt = GL_UNSIGNED_INT, Int = GL_INT, #ifndef MAGNUM_TARGET_GLES2 HalfFloat = GL_HALF_FLOAT, #else HalfFloat = GL_HALF_FLOAT_OES, #endif Float = GL_FLOAT #ifndef MAGNUM_TARGET_GLES , Double = GL_DOUBLE #endif #ifndef MAGNUM_TARGET_GLES2 , UnsignedInt2101010Rev = GL_UNSIGNED_INT_2_10_10_10_REV, Int2101010Rev = GL_INT_2_10_10_10_REV #endif }; constexpr static DataType DefaultDataType = DataType::Float; enum class DataOption: UnsignedByte { Normalized = 1 << 0 }; typedef Containers::EnumSet DataOptions; enum: UnsignedInt { VectorCount = 1 }; static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); }; typedef Math::Vector<4, Float> _Vector4; CORRADE_ENUMSET_OPERATORS(Attribute<_Vector4>::DataOptions) Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute>::Components value); Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute>::DataType value); /* Common float, int, unsigned int and double scalar attributes */ template<> struct Attribute: FloatAttribute, SizedAttribute<1, 1> {}; #ifndef MAGNUM_TARGET_GLES2 template<> struct Attribute: IntAttribute, SizedAttribute<1, 1> {}; template<> struct Attribute: UnsignedIntAttribute, SizedAttribute<1, 1> {}; #ifndef MAGNUM_TARGET_GLES template<> struct Attribute: DoubleAttribute, SizedAttribute<1, 1> {}; #endif #endif /* Common float, int, unsigned int and double vector attributes */ template struct Attribute>: FloatAttribute, SizedAttribute<1, size_> {}; #ifndef MAGNUM_TARGET_GLES2 template struct Attribute>: IntAttribute, SizedAttribute<1, size_> {}; template struct Attribute>: UnsignedIntAttribute, SizedAttribute<1, size_> {}; #ifndef MAGNUM_TARGET_GLES template struct Attribute>: DoubleAttribute, SizedAttribute<1, size_> {}; #endif #endif template struct Attribute>: Attribute> {}; template struct Attribute>: Attribute> {}; template struct Attribute>: Attribute> {}; template struct Attribute>: Attribute> {}; template struct Attribute>: Attribute> {}; /* Common float and double rectangular matrix attributes */ template struct Attribute>: FloatAttribute, SizedAttribute {}; #ifndef MAGNUM_TARGET_GLES template struct Attribute>: DoubleAttribute, SizedAttribute {}; #endif /* Common float and double square matrix attributes */ template struct Attribute>: Attribute> {}; #ifndef MAGNUM_TARGET_GLES template struct Attribute>: Attribute> {}; #endif template struct Attribute>: Attribute> {}; template struct Attribute>: Attribute> {}; } } #endif