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