#ifndef Magnum_AbstractShaderProgram_h #define Magnum_AbstractShaderProgram_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 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 Magnum::AbstractShaderProgram */ #include #include #include "Magnum.h" #include "OpenGL.h" #include "magnumVisibility.h" /** @todo early asserts (no bool returns?) */ namespace Magnum { #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { template struct Attribute; } #endif /** @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 - **Layers for texture uniforms** to which the textures will be bound before rendering, for example: @code enum: Int { DiffuseTextureLayer = 0, SpecularTextureLayer = 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 from file and attach them to the program attachShader(Shader::fromFile(Version::430, Shader::Type::Vertex, "PhongShader.vert")); attachShader(Shader::fromFile(Version::430, Shader::Type::Fragment, "PhongShader.frag")); // Link link(); } @endcode - **Uniform setting functions**, which will provide public interface for protected 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 @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 Framebuffer::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, you can use functions bindAttributeLocation() and bindFragmentDataLocation() / bindFragmentDataLocationIndexed() between attaching the shaders and linking the program: @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 @requires_gl30 %Extension @extension{EXT,gpu_shader4} for using bindFragmentDataLocation(). @requires_gl33 %Extension @extension{ARB,blend_func_extended} for using bindFragmentDataLocationIndexed(). @requires_gl33 %Extension @extension{ARB,explicit_attrib_location} for explicit attribute location instead of using bindAttributeLocation(), bindFragmentDataLocation() or bindFragmentDataLocationIndexed(). @requires_gles30 Explicit location specification of input attributes is not supported in OpenGL ES 2.0, use bindAttributeLocation() instead. @requires_gles30 Multiple fragment shader outputs are not available in OpenGL ES 2.0, similar functionality is available in extension @extension{NV,draw_buffers}. @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, you can get uniform location using uniformLocation() after linking stage: @code Int transformationUniform = uniformLocation("transformation"); Int projectionUniform = uniformLocation("projection"); @endcode @requires_gl43 %Extension @extension{ARB,explicit_uniform_location} for explicit uniform location instead of using uniformLocation(). @requires_gl Explicit uniform location is not supported in OpenGL ES. Use 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), you can set the texture layer uniform using setUniform(Int, Int): @code setUniform(DiffuseTextureUniform, DiffuseTextureLayer); setUniform(SpecularTextureUniform, SpecularTextureLayer); @endcode @requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit texture layer binding instead of using setUniform(Int, Int). @requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use 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 uniforms, mark the shader for use, bind specific framebuffer (if needed) and bind required textures to their respective layers using AbstractTexture::bind(Int). Then call Mesh::draw(). Example: @code shader->setTransformation(transformation) ->setProjection(projection) ->use(); diffuseTexture->bind(MyShader::DiffuseTextureLayer); specularTexture->bind(MyShader::SpecularTextureLayer); mesh.draw(); @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). @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_gles30 Integer attributes and unsigned integer uniforms are not available in OpenGL ES 2.0. @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::Matrix2d "Matrix2d", @ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d", @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::Matrix2d "Matrix2d", @ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d", @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_gl Double attributes and uniforms are not available in OpenGL ES. @requires_gles30 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. @section AbstractShaderProgram-performance-optimization Performance optimizations The engine tracks currently used shader program to avoid unnecessary calls to @fn_gl{UseProgram}. %Shader limits (such as maxSupportedVertexAttributeCount()) are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. If extension @extension{ARB,separate_shader_objects} or @extension{EXT,direct_state_access} is available, uniform setting functions use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See setUniform() documentation for more information. To achieve least state changes, set all uniforms in one run -- method chaining comes in handy. @todo Uniform arrays support */ class MAGNUM_EXPORT AbstractShaderProgram { friend class Context; 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 * * Template parameter @p location is vertex attribute location, number * between `0` and maxSupportedVertexAttributeCount(). 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 "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 "DataOption::Normalize". * * Only some types are allowed as attribute types, see * @ref AbstractShaderProgram-types or TypeTraits::AttributeType 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 Attribute { public: enum: UnsignedInt { Location = location /**< Location to which the attribute is bound */ }; /** * @brief Type * * Type used in shader code. * @see DataType */ typedef typename Implementation::Attribute::Type Type; /** * @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. * @requires_gl32 %Extension @extension{ARB,vertex_array_bgra} * @requires_gl Only RGBA component ordering is supported * in OpenGL ES. */ BGRA = 1 << 1 #endif }; #else typedef typename Implementation::Attribute::Components Components; #endif /** * @brief Data type * * Type of data passed to shader. * @see Type, DataOptions, 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} */ 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 (no extension providing this functionality) */ 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 (no extension providing this functionality) */ Int2101010Rev = GL_INT_2_10_10_10_REV #endif }; #else typedef typename Implementation::Attribute::DataType DataType; #endif /** * @brief Data option * @see DataOptions, Attribute() */ #ifdef DOXYGEN_GENERATING_OUTPUT enum class DataOption: UnsignedByte { /** * Normalize integer components. Only for float attribute * types. Default is to not normalize. */ Normalize = 1 << 0 }; #else typedef typename Implementation::Attribute::DataOption DataOption; #endif /** * @brief Data options * @see Attribute() */ #ifdef DOXYGEN_GENERATING_OUTPUT typedef typename Corrade::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. DataType::Integer * for Vector4i). * @param dataOptions Data options. Default is no options. */ inline 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. DataType::Integer * for 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 "Components::Three" for Vector3). */ inline constexpr Attribute(DataType dataType = Implementation::Attribute::DefaultDataType, DataOptions dataOptions = DataOptions()): _components(Implementation::Attribute::DefaultComponents), _dataType(dataType), _dataOptions(dataOptions) {} /** @brief Component count of passed data */ inline constexpr Components components() const { return _components; } /** @brief Type of passed data */ inline constexpr DataType dataType() const { return _dataType; } /** @brief Size of passed data */ inline std::size_t dataSize() const { return Implementation::Attribute::size(GLint(_components)*Implementation::Attribute::vectorCount(), _dataType); } /** @brief Data options */ inline constexpr DataOptions dataOptions() const { return _dataOptions; } private: const Components _components; const DataType _dataType; const DataOptions _dataOptions; }; /** * @brief Max supported vertex attribute count * * The result is cached, repeated queries don't result in repeated * OpenGL calls. * @see Attribute, @fn_gl{Get} with @def_gl{MAX_VERTEX_ATTRIBS} */ static Int maxSupportedVertexAttributeCount(); /** * @brief Constructor * * Creates one OpenGL shader program. * @see @fn_gl{CreateProgram} */ inline explicit AbstractShaderProgram(): state(Initialized) { _id = glCreateProgram(); } /** * @brief Destructor * * Deletes associated OpenGL shader program. * @see @fn_gl{DeleteProgram} */ virtual ~AbstractShaderProgram() = 0; /** * @brief Use shader for rendering * @return False if the program wasn't successfully linked, true * otherwise. * * @see @fn_gl{UseProgram} */ bool use(); protected: #ifndef MAGNUM_TARGET_GLES2 /** * @brief Allow retrieving program binary * * Initially disabled. * @note This function should be called after attachShader() calls and * before link(). * @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. */ inline 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. * @note This function should be called after attachShader() calls and * before link(). * @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} */ inline 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 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. * @see Shader::compile(), @fn_gl{AttachShader} */ bool attachShader(Shader& shader); /** @overload */ inline bool attachShader(Shader&& shader) { return attachShader(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. * @note This function should be called after attachShader() calls and * before link(). * @deprecated 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 name Fragment output variable name * @param index Blend equation color input index (`0` or `1`) * * Binds fragment data to location which is used later for framebuffer * operations. See also Framebuffer::BlendFunction for more * information about using color input index. * @note This function should be called after attachShader() calls and * before link(). * @deprecated 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 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 * instead. */ void bindFragmentDataLocation(UnsignedInt location, const std::string& name); #endif /** * @brief Link the shader * * Binds previously specified attributes to given indexes and links the * shader program together. * @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with * @def_gl{LINK_STATUS}, @fn_gl{GetProgramInfoLog} */ void link(); /** * @brief Get uniform location * @param name Uniform name * * @note This function should be called after link(). * @deprecated 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 (see uniformLocation()) * @param value Value * * If neither @extension{ARB,separate_shader_objects} nor * @extension{EXT,direct_state_access} is available, the shader is * marked for use before the operation. * @see @fn_gl{UseProgram}, @fn_gl{Uniform} or `glProgramUniform()` * from @extension{ARB,separate_shader_objects}/@extension{EXT,direct_state_access}. */ inline void setUniform(Int location, Float value) { (this->*uniform1fImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<2, Float>& value) { (this->*uniform2fvImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<3, Float>& value) { (this->*uniform3fvImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<4, Float>& value) { (this->*uniform4fvImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, Int value) { (this->*uniform1iImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<2, Int>& value) { (this->*uniform2ivImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<3, Int>& value) { (this->*uniform3ivImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Vector<4, Int>& value) { (this->*uniform4ivImplementation)(location, value); } #ifndef MAGNUM_TARGET_GLES2 /** * @copydoc setUniform(Int, Float) * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gles30 Only signed integers are available in OpenGL ES 2.0. */ inline void setUniform(Int location, UnsignedInt value) { (this->*uniform1uiImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gles30 Only signed integers are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::Vector<2, UnsignedInt>& value) { (this->*uniform2uivImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gles30 Only signed integers are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::Vector<3, UnsignedInt>& value) { (this->*uniform3uivImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl30 %Extension @extension{EXT,gpu_shader4} * @requires_gles30 Only signed integers are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::Vector<4, UnsignedInt>& value) { (this->*uniform4uivImplementation)(location, value); } #endif #ifndef MAGNUM_TARGET_GLES /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, Double value) { (this->*uniform1dImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Vector<2, Double>& value) { (this->*uniform2dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Vector<3, Double>& value) { (this->*uniform3dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Vector<4, Double>& value) { (this->*uniform4dvImplementation)(location, value); } #endif /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Matrix<2, Float>& value) { (this->*uniformMatrix2fvImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Matrix<3, Float>& value) { (this->*uniformMatrix3fvImplementation)(location, value); } /** @copydoc setUniform(Int, Float) */ inline void setUniform(Int location, const Math::Matrix<4, Float>& value) { (this->*uniformMatrix4fvImplementation)(location, value); } #ifndef MAGNUM_TARGET_GLES2 /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<2, 3, Float>& value) { (this->*uniformMatrix2x3fvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<3, 2, Float>& value) { (this->*uniformMatrix3x2fvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<2, 4, Float>& value) { (this->*uniformMatrix2x4fvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<4, 2, Float>& value) { (this->*uniformMatrix4x2fvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<3, 4, Float>& value) { (this->*uniformMatrix3x4fvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gles30 Only square matrices are available in OpenGL ES 2.0. */ inline void setUniform(Int location, const Math::RectangularMatrix<4, 3, Float>& value) { (this->*uniformMatrix4x3fvImplementation)(location, value); } #endif #ifndef MAGNUM_TARGET_GLES /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Matrix<2, Double>& value) { (this->*uniformMatrix2dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Matrix<3, Double>& value) { (this->*uniformMatrix3dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::Matrix<4, Double>& value) { (this->*uniformMatrix4dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<2, 3, Double>& value) { (this->*uniformMatrix2x3dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<3, 2, Double>& value) { (this->*uniformMatrix3x2dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<2, 4, Double>& value) { (this->*uniformMatrix2x4dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<4, 2, Double>& value) { (this->*uniformMatrix4x2dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<3, 4, Double>& value) { (this->*uniformMatrix3x4dvImplementation)(location, value); } /** * @copydoc setUniform(Int, Float) * @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} * @requires_gl Only floats are available in OpenGL ES. */ inline void setUniform(Int location, const Math::RectangularMatrix<4, 3, Double>& value) { (this->*uniformMatrix4x3dvImplementation)(location, value); } #endif private: enum State { Initialized, Linked, Failed }; static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context); typedef void(AbstractShaderProgram::*Uniform1fImplementation)(GLint, GLfloat); typedef void(AbstractShaderProgram::*Uniform2fvImplementation)(GLint, const Math::Vector<2, GLfloat>&); typedef void(AbstractShaderProgram::*Uniform3fvImplementation)(GLint, const Math::Vector<3, GLfloat>&); typedef void(AbstractShaderProgram::*Uniform4fvImplementation)(GLint, const Math::Vector<4, GLfloat>&); typedef void(AbstractShaderProgram::*Uniform1iImplementation)(GLint, GLint); typedef void(AbstractShaderProgram::*Uniform2ivImplementation)(GLint, const Math::Vector<2, GLint>&); typedef void(AbstractShaderProgram::*Uniform3ivImplementation)(GLint, const Math::Vector<3, GLint>&); typedef void(AbstractShaderProgram::*Uniform4ivImplementation)(GLint, const Math::Vector<4, GLint>&); #ifndef MAGNUM_TARGET_GLES2 typedef void(AbstractShaderProgram::*Uniform1uiImplementation)(GLint, GLuint); typedef void(AbstractShaderProgram::*Uniform2uivImplementation)(GLint, const Math::Vector<2, GLuint>&); typedef void(AbstractShaderProgram::*Uniform3uivImplementation)(GLint, const Math::Vector<3, GLuint>&); typedef void(AbstractShaderProgram::*Uniform4uivImplementation)(GLint, const Math::Vector<4, GLuint>&); #endif #ifndef MAGNUM_TARGET_GLES typedef void(AbstractShaderProgram::*Uniform1dImplementation)(GLint, GLdouble); typedef void(AbstractShaderProgram::*Uniform2dvImplementation)(GLint, const Math::Vector<2, GLdouble>&); typedef void(AbstractShaderProgram::*Uniform3dvImplementation)(GLint, const Math::Vector<3, GLdouble>&); typedef void(AbstractShaderProgram::*Uniform4dvImplementation)(GLint, const Math::Vector<4, GLdouble>&); #endif void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLfloat value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLint value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLint>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLint>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLint>& value); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLuint value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLuint>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLuint>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLuint>& value); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLdouble value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLfloat value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLint value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLuint value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLuint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLuint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLuint>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLdouble value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLdouble>& value); #endif static Uniform1fImplementation uniform1fImplementation; static Uniform2fvImplementation uniform2fvImplementation; static Uniform3fvImplementation uniform3fvImplementation; static Uniform4fvImplementation uniform4fvImplementation; static Uniform1iImplementation uniform1iImplementation; static Uniform2ivImplementation uniform2ivImplementation; static Uniform3ivImplementation uniform3ivImplementation; static Uniform4ivImplementation uniform4ivImplementation; #ifndef MAGNUM_TARGET_GLES2 static Uniform1uiImplementation uniform1uiImplementation; static Uniform2uivImplementation uniform2uivImplementation; static Uniform3uivImplementation uniform3uivImplementation; static Uniform4uivImplementation uniform4uivImplementation; #endif #ifndef MAGNUM_TARGET_GLES static Uniform1dImplementation uniform1dImplementation; static Uniform2dvImplementation uniform2dvImplementation; static Uniform3dvImplementation uniform3dvImplementation; static Uniform4dvImplementation uniform4dvImplementation; #endif typedef void(AbstractShaderProgram::*UniformMatrix2fvImplementation)(GLint, const Math::Matrix<2, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix3fvImplementation)(GLint, const Math::Matrix<3, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix4fvImplementation)(GLint, const Math::Matrix<4, GLfloat>&); #ifndef MAGNUM_TARGET_GLES2 typedef void(AbstractShaderProgram::*UniformMatrix2x3fvImplementation)(GLint, const Math::RectangularMatrix<2, 3, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix3x2fvImplementation)(GLint, const Math::RectangularMatrix<3, 2, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix2x4fvImplementation)(GLint, const Math::RectangularMatrix<2, 4, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix4x2fvImplementation)(GLint, const Math::RectangularMatrix<4, 2, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix3x4fvImplementation)(GLint, const Math::RectangularMatrix<3, 4, GLfloat>&); typedef void(AbstractShaderProgram::*UniformMatrix4x3fvImplementation)(GLint, const Math::RectangularMatrix<4, 3, GLfloat>&); #endif #ifndef MAGNUM_TARGET_GLES typedef void(AbstractShaderProgram::*UniformMatrix2dvImplementation)(GLint, const Math::Matrix<2, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix3dvImplementation)(GLint, const Math::Matrix<3, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix4dvImplementation)(GLint, const Math::Matrix<4, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix2x3dvImplementation)(GLint, const Math::RectangularMatrix<2, 3, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix3x2dvImplementation)(GLint, const Math::RectangularMatrix<3, 2, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix2x4dvImplementation)(GLint, const Math::RectangularMatrix<2, 4, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix4x2dvImplementation)(GLint, const Math::RectangularMatrix<4, 2, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix3x4dvImplementation)(GLint, const Math::RectangularMatrix<3, 4, GLdouble>&); typedef void(AbstractShaderProgram::*UniformMatrix4x3dvImplementation)(GLint, const Math::RectangularMatrix<4, 3, GLdouble>&); #endif void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<4, GLfloat>& value); #ifndef MAGNUM_TARGET_GLES2 void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value); #endif #ifndef MAGNUM_TARGET_GLES void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value); void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value); #endif static UniformMatrix2fvImplementation uniformMatrix2fvImplementation; static UniformMatrix3fvImplementation uniformMatrix3fvImplementation; static UniformMatrix4fvImplementation uniformMatrix4fvImplementation; #ifndef MAGNUM_TARGET_GLES2 static UniformMatrix2x3fvImplementation uniformMatrix2x3fvImplementation; static UniformMatrix3x2fvImplementation uniformMatrix3x2fvImplementation; static UniformMatrix2x4fvImplementation uniformMatrix2x4fvImplementation; static UniformMatrix4x2fvImplementation uniformMatrix4x2fvImplementation; static UniformMatrix3x4fvImplementation uniformMatrix3x4fvImplementation; static UniformMatrix4x3fvImplementation uniformMatrix4x3fvImplementation; #endif #ifndef MAGNUM_TARGET_GLES static UniformMatrix2dvImplementation uniformMatrix2dvImplementation; static UniformMatrix3dvImplementation uniformMatrix3dvImplementation; static UniformMatrix4dvImplementation uniformMatrix4dvImplementation; static UniformMatrix2x3dvImplementation uniformMatrix2x3dvImplementation; static UniformMatrix3x2dvImplementation uniformMatrix3x2dvImplementation; static UniformMatrix2x4dvImplementation uniformMatrix2x4dvImplementation; static UniformMatrix4x2dvImplementation uniformMatrix4x2dvImplementation; static UniformMatrix3x4dvImplementation uniformMatrix3x4dvImplementation; static UniformMatrix4x3dvImplementation uniformMatrix4x3dvImplementation; #endif GLuint _id; State state; }; #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 #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { /* Base for sized attributes */ template struct SizedAttribute; /* Vector attribute sizes */ template struct SizedVectorAttribute { inline constexpr static std::size_t vectorCount() { return 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 Type; 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 Corrade::Containers::EnumSet DataOptions; static std::size_t 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 Type; 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 Corrade::Containers::EnumSet DataOptions; static std::size_t 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 Type; typedef IntAttribute::DataType DataType; constexpr static DataType DefaultDataType = DataType::UnsignedInt; typedef IntAttribute::DataOption DataOption; typedef Corrade::Containers::EnumSet DataOptions; inline static std::size_t size(GLint components, DataType dataType) { return IntAttribute::size(components, dataType); } }; #endif #ifndef MAGNUM_TARGET_GLES /* Base for double attributes */ struct DoubleAttribute { typedef Double Type; enum class DataType: GLenum { Double = GL_DOUBLE }; constexpr static DataType DefaultDataType = DataType::Double; enum class DataOption: UnsignedByte {}; typedef Corrade::Containers::EnumSet DataOptions; static std::size_t 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 Type; 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 Corrade::Containers::EnumSet DataOptions; inline constexpr static std::size_t vectorCount() { return 1; } static std::size_t 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 } #endif