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1320 lines
60 KiB
1320 lines
60 KiB
#ifndef Magnum_AbstractShaderProgram_h |
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#define Magnum_AbstractShaderProgram_h |
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/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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/** @file |
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* @brief Class Magnum::AbstractShaderProgram |
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*/ |
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#include <string> |
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#include <Containers/EnumSet.h> |
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#include "Magnum.h" |
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#include "magnumVisibility.h" |
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/** @todo early asserts (no bool returns?) */ |
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namespace Magnum { |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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namespace Implementation { |
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template<class> struct Attribute; |
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template<class> struct AttributeTraits; |
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} |
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#endif |
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/** |
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@brief Base for shader program implementations |
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@section AbstractShaderProgram-subclassing Subclassing workflow |
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This class is designed to be used via subclassing. Subclasses define these |
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functions and properties: |
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- <strong>%Attribute definitions</strong> with location and type for |
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configuring meshes, for example: |
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@code |
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typedef Attribute<0, Point3D> Position; |
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typedef Attribute<1, Vector3> Normal; |
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typedef Attribute<2, Vector2> TextureCoordinates; |
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@endcode |
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- **Output attribute locations**, if desired, for example: |
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@code |
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enum: GLuint { |
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ColorOutput = 0, |
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NormalOutput = 1 |
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}; |
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@endcode |
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- **Layers for texture uniforms** to which the textures will be bound before |
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rendering, for example: |
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@code |
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enum: GLint { |
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DiffuseTextureLayer = 0, |
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SpecularTextureLayer = 1 |
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}; |
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@endcode |
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- **Uniform locations** for setting uniform data (see below) (private |
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variables), for example: |
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@code |
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GLint TransformationUniform = 0, |
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ProjectionUniform = 1, |
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DiffuseTextureUniform = 2, |
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SpecularTextureUniform = 3; |
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@endcode |
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- **Constructor**, which attaches particular shaders, links the program and |
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gets uniform locations, for example: |
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@code |
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MyShader() { |
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// Load shaders from file and attach them to the program |
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attachShader(Shader::fromFile(Version::430, Shader::Type::Vertex, "PhongShader.vert")); |
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attachShader(Shader::fromFile(Version::430, Shader::Type::Fragment, "PhongShader.frag")); |
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// Link |
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link(); |
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} |
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@endcode |
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- **Uniform setting functions**, which will provide public interface for |
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protected setUniform() functions. For usability purposes you can implement |
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also method chaining. Example: |
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@code |
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MyShader* setTransformation(const Matrix4& matrix) { |
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setUniform(TransformationUniform, matrix); |
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return this; |
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} |
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MyShader* setProjection(const Matrix4& matrix) { |
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setUniform(ProjectionUniform, matrix); |
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return this; |
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} |
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@endcode |
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@subsection AbstractShaderProgram-attribute-location Binding attribute location |
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The preferred workflow is to specify attribute location for vertex shader |
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input attributes and fragment shader output attributes explicitly in the |
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shader code, e.g.: |
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@code |
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// GLSL 3.30, or |
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#extension GL_ARB_explicit_attrib_location: enable |
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layout(location = 0) in vec4 position; |
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layout(location = 1) in vec3 normal; |
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layout(location = 2) in vec2 textureCoordinates; |
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@endcode |
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Similarly for ouput attributes, you can also specify blend equation color |
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index for them (see Framebuffer::BlendFunction for more information about |
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using color input index): |
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@code |
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layout(location = 0, index = 0) out vec4 color; |
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layout(location = 1, index = 1) out vec3 normal; |
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@endcode |
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If you don't have the required extension, you can use functions |
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bindAttributeLocation() and bindFragmentDataLocation() / |
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bindFragmentDataLocationIndexed() between attaching the shaders and linking |
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the program: |
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@code |
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// Shaders attached... |
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bindAttributeLocation(Position::Location, "position"); |
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bindAttributeLocation(Normal::Location, "normal"); |
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); |
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bindFragmentDataLocationIndexed(ColorOutput, 0, "color"); |
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bindFragmentDataLocationIndexed(NormalOutput, 1, "normal"); |
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// Link... |
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@endcode |
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@requires_gl30 %Extension @extension{EXT,gpu_shader4} for using |
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bindFragmentDataLocation(). |
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@requires_gl33 %Extension @extension{ARB,blend_func_extended} for using |
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bindFragmentDataLocationIndexed(). |
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@requires_gl33 %Extension @extension{ARB,explicit_attrib_location} for |
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explicit attribute location instead of using bindAttributeLocation(), |
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bindFragmentDataLocation() or bindFragmentDataLocationIndexed(). |
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@requires_gles30 Explicit location specification of input attributes is not |
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supported in OpenGL ES 2.0, use bindAttributeLocation() instead. |
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@requires_gles30 Multiple fragment shader outputs are not available in OpenGL |
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ES 2.0, similar functionality is available in extension |
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@extension{NV,draw_buffers}. |
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@subsection AbstractShaderProgram-uniform-location Uniform locations |
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The preferred workflow is to specify uniform locations directly in the shader |
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code, e.g.: |
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@code |
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// GLSL 4.30, or |
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#extension GL_ARB_explicit_uniform_location: enable |
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layout(location = 0) uniform mat4 transformation; |
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layout(location = 1) uniform mat4 projection; |
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@endcode |
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If you don't have the required extension, you can get uniform location using |
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uniformLocation() after linking stage: |
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@code |
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GLint transformationUniform = uniformLocation("transformation"); |
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GLint projectionUniform = uniformLocation("projection"); |
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@endcode |
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@requires_gl43 %Extension @extension{ARB,explicit_uniform_location} for |
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explicit uniform location instead of using uniformLocation(). |
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@requires_gl Explicit uniform location is not supported in OpenGL ES. Use |
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uniformLocation() instead. |
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@subsection AbstractShaderProgram-texture-layer Binding texture layer uniforms |
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The preferred workflow is to specify texture layers directly in the shader |
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code, e.g.: |
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@code |
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// GLSL 4.20, or |
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#extension GL_ARB_shading_language_420pack: enable |
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layout(binding = 0) uniform sampler2D diffuseTexture; |
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layout(binding = 1) uniform sampler2D specularTexture; |
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@endcode |
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If you don't have the required extension (or if you want to change the layer |
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later), you can set the texture layer uniform using setUniform(GLint, GLint): |
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@code |
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setUniform(DiffuseTextureUniform, DiffuseTextureLayer); |
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setUniform(SpecularTextureUniform, SpecularTextureLayer); |
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@endcode |
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@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit |
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texture layer binding instead of using setUniform(GLint, GLint). |
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@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use |
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setUniform(GLint, GLint) instead. |
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@section AbstractShaderProgram-rendering-workflow Rendering workflow |
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Basic workflow with %AbstractShaderProgram subclasses is: instance shader |
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class, configure attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation" |
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for more information) and map shader outputs to framebuffer attachments if |
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needed (see @ref Framebuffer-usage "Framebuffer documentation" for more |
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information). In each draw event set uniforms, mark the shader for use, bind |
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specific framebuffer (if needed) and bind required textures to their |
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respective layers using AbstractTexture::bind(GLint). Then call Mesh::draw(). |
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Example: |
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@code |
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shader->setTransformation(transformation) |
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->setProjection(projection) |
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->use(); |
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diffuseTexture->bind(MyShader::DiffuseTextureLayer); |
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specularTexture->bind(MyShader::SpecularTextureLayer); |
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mesh.draw(); |
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@endcode |
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@section AbstractShaderProgram-types Mapping between GLSL and Magnum types |
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- `vec2`, `vec3` and `vec4` is @ref Math::Vector "Math::Vector<2, GLfloat>", |
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@ref Math::Vector "Math::Vector<3, GLfloat>" and |
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@ref Math::Vector "Math::Vector<4, GLfloat>". |
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- `mat2`, `mat3` and `mat4` is @ref Math::Matrix "Math::Matrix<2, GLfloat>", |
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@ref Math::Matrix "Math::Matrix<3, GLfloat>" and |
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@ref Math::Matrix "Math::Matrix<4, GLfloat>". |
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- `mat2x3`, `mat3x2`, `mat2x4`, `mat4x2`, `mat3x4`, `mat4x3` is |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<2, 3, GLfloat>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<3, 2, GLfloat>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<2, 4, GLfloat>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<4, 2, GLfloat>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<3, 4, GLfloat>" and |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<4, 3, GLfloat>". |
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- `ivec2`, `ivec3` and `ivec4` is @ref Math::Vector "Math::Vector<2, GLint>", |
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@ref Math::Vector "Math::Vector<3, GLint>" and |
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@ref Math::Vector "Math::Vector<4, GLint>", `uvec2`, `uvec3` and `uvec4` is |
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@ref Math::Vector "Math::Vector<2, GLuint>", |
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@ref Math::Vector "Math::Vector<3, GLuint>" and |
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@ref Math::Vector "Math::Vector<4, GLuint>". |
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@requires_gl30 %Extension @extension{EXT,gpu_shader4} (for integer attributes |
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and unsigned integer uniforms) |
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@requires_gles30 Integer attributes and unsigned integer uniforms are not |
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available in OpenGL ES 2.0. |
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- `dvec2`, `dvec3` and `dvec4` is @ref Math::Vector "Math::Vector<2, GLdouble>", |
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@ref Math::Vector "Math::Vector<3, GLdouble>" and |
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@ref Math::Vector "Math::Vector<4, GLdouble>", `dmat2`, `dmat3` and `dmat4` |
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is @ref Math::Matrix "Math::Matrix<2, GLdouble>", |
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@ref Math::Matrix "Math::Matrix<3, GLdouble>" and |
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@ref Math::Matrix "Math::Matrix<4, GLdouble>", `dmat2x3`, `dmat3x2`, |
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`dmat2x4`, `dmat4x2`, `dmat3x4`, `dmat4x3` is |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<2, 3, GLdouble>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<3, 2, GLdouble>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<2, 4, GLdouble>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<4, 2, GLdouble>", |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<3, 4, GLdouble>" and |
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@ref Math::RectangularMatrix "Math::RectangularMatrix<4, 3, GLdouble>". |
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@requires_gl41 %Extension @extension{ARB,vertex_attrib_64bit} (for double |
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attributes) |
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@requires_gl Double attributes are not available in OpenGL ES. |
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Only types listed here (and their subclasses and specializations, such as |
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@ref Matrix3 or Color4) can be used for setting uniforms and specifying |
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vertex attributes. |
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@section AbstractShaderProgram-performance-optimization Performance optimizations |
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The engine tracks currently used shader program to avoid unnecessary calls to |
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@fn_gl{UseProgram}. %Shader limits (such as maxSupportedVertexAttributeCount()) |
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are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. |
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If extension @extension{ARB,separate_shader_objects} or |
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@extension{EXT,direct_state_access} is available, uniform setting functions |
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use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See |
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setUniform(GLint, GLfloat) documentation for more information. |
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To achieve least state changes, set all uniforms in one run -- method chaining |
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comes in handy. |
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@todo Uniform arrays support |
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*/ |
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class MAGNUM_EXPORT AbstractShaderProgram { |
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friend class Context; |
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AbstractShaderProgram(const AbstractShaderProgram& other) = delete; |
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AbstractShaderProgram(AbstractShaderProgram&& other) = delete; |
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AbstractShaderProgram& operator=(const AbstractShaderProgram& other) = delete; |
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AbstractShaderProgram& operator=(AbstractShaderProgram&& other) = delete; |
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public: |
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/** |
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* @brief Base struct for attribute location and type |
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* |
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* Template parameter @p location is vertex attribute location, number |
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* between `0` and maxSupportedVertexAttributeCount(). To ensure |
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* compatibility, you should always have vertex attribute with |
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* location `0`. |
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* |
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* Template parameter @p T is the type which is used for shader |
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* attribute, e.g. @ref Vector4i for `ivec4`. DataType is type of |
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* passed data when adding vertex buffers to mesh. By default it is |
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* the same as type used in shader (e.g. @ref DataType "DataType::Int" |
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* for @ref Vector4i). It's also possible to pass integer data to |
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* floating-point shader inputs. In this case you may want to |
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* normalize the values (e.g. color components from 0-255 to |
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* 0.0f - 1.0f) -- see @ref DataOption "DataOption::Normalize". |
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* |
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* Only some types are allowed as attribute types, see |
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* @ref AbstractShaderProgram-types or TypeTraits::AttributeType for |
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* more information. |
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* |
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* See @ref AbstractShaderProgram-subclassing for example usage in |
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* shaders and @ref Mesh-configuration for example usage when adding |
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* vertex buffers to mesh. |
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*/ |
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template<GLuint location, class T> class Attribute { |
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public: |
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/** @brief Location to which the attribute is bound */ |
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static const GLuint Location = location; |
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/** |
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* @brief Type |
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* |
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* Type used in shader code. |
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* @see DataType |
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*/ |
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typedef typename Implementation::AttributeTraits<T>::AttributeType Type; |
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/** |
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* @brief Data type |
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* |
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* Type of data passed to shader. |
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* @see Type, DataOptions, Attribute() |
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*/ |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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enum class DataType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */ |
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Byte = GL_BYTE, /**< Byte */ |
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UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */ |
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Short = GL_SHORT, /**< Short */ |
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UnsignedInt = GL_UNSIGNED_INT, /**< Unsigned int */ |
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Int = GL_INT, /**< Int */ |
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/** |
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* Half float. Only for float attribute types. |
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* @requires_gl30 %Extension @extension{NV,half_float} |
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* @requires_gles30 %Extension @es_extension{OES,vertex_half_float} |
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*/ |
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Half = GL_HALF_FLOAT, |
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/** Float. Only for float attribute types. */ |
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Float = GL_FLOAT, |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* Double. Only for float and double attribute types. |
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* @requires_gl Only floats are available in OpenGL ES. |
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*/ |
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Double = GL_DOUBLE, |
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#endif |
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/* GL_FIXED not supported */ |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* Unsigned 2.10.10.10 packed integer. Only for |
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* four-component float vector attribute type. |
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* @todo How about (incompatible) @es_extension{OES,vertex_type_10_10_10_2}? |
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* @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} |
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* @requires_gles30 (no extension providing this functionality) |
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*/ |
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UnsignedInt2101010REV = GL_UNSIGNED_INT_2_10_10_10_REV, |
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/** |
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* Signed 2.10.10.10 packed integer. Only for |
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* four-component float vector attribute type. |
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* @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} |
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* @requires_gles30 (no extension providing this functionality) |
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*/ |
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Int2101010REV = GL_INT_2_10_10_10_REV |
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#endif |
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}; |
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#else |
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typedef typename Implementation::Attribute<T>::DataType DataType; |
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#endif |
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/** |
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* @brief Data option |
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* @see DataOptions, Attribute() |
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*/ |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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enum class DataOption: std::uint8_t { |
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/** |
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* Normalize integer components. Only for float attribute |
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* types. Default is to not normalize. |
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*/ |
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Normalize = 1 << 0, |
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/** |
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* BGRA component ordering. Default is RGBA. Only for |
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* four-component float vector attribute type. |
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* @requires_gl32 %Extension @extension{ARB,vertex_array_bgra} |
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* @requires_gl Only RGBA component ordering is supported |
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* in OpenGL ES. |
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*/ |
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BGRA = 1 << 1 |
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}; |
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#else |
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typedef typename Implementation::Attribute<T>::DataOption DataOption; |
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#endif |
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/** |
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* @brief Data options |
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* @see Attribute() |
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*/ |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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typedef typename Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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#else |
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typedef typename Implementation::Attribute<T>::DataOptions DataOptions; |
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#endif |
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/** |
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* @brief Constructor |
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* @param dataType Type of passed data. Default is the |
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* same as type used in shader (e.g. DataType::Integer |
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* for Vector4i). |
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* @param dataOptions Data options. Default is no options. |
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*/ |
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inline constexpr Attribute(DataType dataType = Implementation::Attribute<T>::DefaultDataType, DataOptions dataOptions = DataOptions()): _dataType(dataType), _dataOptions(dataOptions) {} |
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/** @brief Type of passed data */ |
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inline constexpr DataType dataType() const { return _dataType; } |
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/** @brief Size of passed data */ |
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inline std::size_t dataSize() const { |
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return Implementation::Attribute<T>::size(Implementation::Attribute<T>::components(), _dataType); |
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} |
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/** @brief Data options */ |
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inline constexpr DataOptions dataOptions() const { return _dataOptions; } |
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private: |
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const DataType _dataType; |
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const DataOptions _dataOptions; |
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}; |
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/** |
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* @brief Max supported vertex attribute count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. |
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* @see Attribute, @fn_gl{Get} with @def_gl{MAX_VERTEX_ATTRIBS} |
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*/ |
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static GLint maxSupportedVertexAttributeCount(); |
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/** |
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* @brief Constructor |
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* |
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* Creates one OpenGL shader program. |
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* @see @fn_gl{CreateProgram} |
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*/ |
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inline explicit AbstractShaderProgram(): state(Initialized) { |
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_id = glCreateProgram(); |
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} |
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/** |
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* @brief Destructor |
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* |
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* Deletes associated OpenGL shader program. |
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* @see @fn_gl{DeleteProgram} |
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*/ |
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virtual ~AbstractShaderProgram() = 0; |
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/** |
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* @brief Use shader for rendering |
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* @return False if the program wasn't successfully linked, true |
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* otherwise. |
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* |
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* @see @fn_gl{UseProgram} |
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*/ |
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bool use(); |
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protected: |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Allow retrieving program binary |
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* |
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* Initially disabled. |
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* @note This function should be called after attachShader() calls and |
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* before link(). |
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* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT} |
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* @requires_gl41 %Extension @extension{ARB,get_program_binary} |
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* @requires_gles30 Always allowed in OpenGL ES 2.0. |
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*/ |
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inline void setRetrievableBinary(bool enabled) { |
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glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE); |
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} |
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#endif |
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|
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/** |
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* @brief Allow the program to be bound to individual pipeline stages |
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* |
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* Initially disabled. |
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* @note This function should be called after attachShader() calls and |
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* before link(). |
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* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE} |
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* @requires_gl41 %Extension @extension{ARB,separate_shader_objects} |
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* @requires_es_extension %Extension @es_extension{EXT,separate_shader_objects} |
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*/ |
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inline void setSeparable(bool enabled) { |
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/** @todo Remove when extension wrangler is available for ES */ |
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#ifndef MAGNUM_TARGET_GLES |
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glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE); |
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#else |
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static_cast<void>(enabled); |
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#endif |
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} |
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|
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/** |
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* @brief Load shader |
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* @return False if the shader wasn't successfully compiled, true |
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* otherwise. |
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* |
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* Compiles the shader, if it is not already, and prepares it for |
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* linking. |
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* @see Shader::compile(), @fn_gl{AttachShader} |
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*/ |
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bool attachShader(Shader& shader); |
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|
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/** @overload */ |
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inline bool attachShader(Shader&& shader) { |
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return attachShader(shader); |
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} |
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|
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/** |
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* @brief Bind attribute to given location |
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* @param location Location |
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* @param name Attribute name |
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* |
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* Binds attribute to location which is used later for binding vertex |
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* buffers. |
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* @note This function should be called after attachShader() calls and |
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* before link(). |
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* @deprecated Preferred usage is to specify attribute location |
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* explicitly in the shader instead of using this function. See |
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* @ref AbstractShaderProgram-attribute-location "class documentation" |
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* for more information. |
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* @see @fn_gl{BindAttribLocation} |
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*/ |
|
void bindAttributeLocation(GLuint 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(GLuint location, GLuint 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(GLuint 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} |
|
*/ |
|
GLint 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(GLint location, GLfloat value) { |
|
(this->*uniform1fImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<2, GLfloat>& value) { |
|
(this->*uniform2fvImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<3, GLfloat>& value) { |
|
(this->*uniform3fvImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<4, GLfloat>& value) { |
|
(this->*uniform4fvImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, GLint value) { |
|
(this->*uniform1iImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<2, GLint>& value) { |
|
(this->*uniform2ivImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<3, GLint>& value) { |
|
(this->*uniform3ivImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Vector<4, GLint>& value) { |
|
(this->*uniform4ivImplementation)(location, value); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, GLuint value) { |
|
(this->*uniform1uiImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<2, GLuint>& value) { |
|
(this->*uniform2uivImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<3, GLuint>& value) { |
|
(this->*uniform3uivImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<4, GLuint>& value) { |
|
(this->*uniform4uivImplementation)(location, value); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, GLdouble value) { |
|
(this->*uniform1dImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<2, GLdouble>& value) { |
|
(this->*uniform2dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<3, GLdouble>& value) { |
|
(this->*uniform3dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Vector<4, GLdouble>& value) { |
|
(this->*uniform4dvImplementation)(location, value); |
|
} |
|
#endif |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Matrix<2, GLfloat>& value) { |
|
(this->*uniformMatrix2fvImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Matrix<3, GLfloat>& value) { |
|
(this->*uniformMatrix3fvImplementation)(location, value); |
|
} |
|
|
|
/** @copydoc setUniform(GLint, GLfloat) */ |
|
inline void setUniform(GLint location, const Math::Matrix<4, GLfloat>& value) { |
|
(this->*uniformMatrix4fvImplementation)(location, value); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value) { |
|
(this->*uniformMatrix2x3fvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value) { |
|
(this->*uniformMatrix3x2fvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value) { |
|
(this->*uniformMatrix2x4fvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value) { |
|
(this->*uniformMatrix4x2fvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value) { |
|
(this->*uniformMatrix3x4fvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value) { |
|
(this->*uniformMatrix4x3fvImplementation)(location, value); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Matrix<2, GLdouble>& value) { |
|
(this->*uniformMatrix2dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Matrix<3, GLdouble>& value) { |
|
(this->*uniformMatrix3dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::Matrix<4, GLdouble>& value) { |
|
(this->*uniformMatrix4dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value) { |
|
(this->*uniformMatrix2x3dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value) { |
|
(this->*uniformMatrix3x2dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value) { |
|
(this->*uniformMatrix2x4dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value) { |
|
(this->*uniformMatrix4x2dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value) { |
|
(this->*uniformMatrix3x4dvImplementation)(location, value); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(GLint, GLfloat) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& 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); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<3, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value); |
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void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value); |
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#endif |
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static UniformMatrix2fvImplementation uniformMatrix2fvImplementation; |
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static UniformMatrix3fvImplementation uniformMatrix3fvImplementation; |
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static UniformMatrix4fvImplementation uniformMatrix4fvImplementation; |
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#ifndef MAGNUM_TARGET_GLES2 |
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static UniformMatrix2x3fvImplementation uniformMatrix2x3fvImplementation; |
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static UniformMatrix3x2fvImplementation uniformMatrix3x2fvImplementation; |
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static UniformMatrix2x4fvImplementation uniformMatrix2x4fvImplementation; |
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static UniformMatrix4x2fvImplementation uniformMatrix4x2fvImplementation; |
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static UniformMatrix3x4fvImplementation uniformMatrix3x4fvImplementation; |
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static UniformMatrix4x3fvImplementation uniformMatrix4x3fvImplementation; |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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static UniformMatrix2dvImplementation uniformMatrix2dvImplementation; |
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static UniformMatrix3dvImplementation uniformMatrix3dvImplementation; |
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static UniformMatrix4dvImplementation uniformMatrix4dvImplementation; |
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static UniformMatrix2x3dvImplementation uniformMatrix2x3dvImplementation; |
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static UniformMatrix3x2dvImplementation uniformMatrix3x2dvImplementation; |
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static UniformMatrix2x4dvImplementation uniformMatrix2x4dvImplementation; |
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static UniformMatrix4x2dvImplementation uniformMatrix4x2dvImplementation; |
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static UniformMatrix3x4dvImplementation uniformMatrix3x4dvImplementation; |
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static UniformMatrix4x3dvImplementation uniformMatrix4x3dvImplementation; |
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#endif |
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GLuint _id; |
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State state; |
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}; |
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#ifndef DOXYGEN_GENERATING_OUTPUT |
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namespace Implementation { |
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template<class> struct Attribute {}; |
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template<> struct Attribute<GLfloat> { |
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enum class DataType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, |
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Byte = GL_BYTE, |
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UnsignedShort = GL_UNSIGNED_SHORT, |
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Short = GL_SHORT, |
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UnsignedInt = GL_UNSIGNED_INT, |
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Int = GL_INT, |
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#ifndef MAGNUM_TARGET_GLES2 |
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HalfFloat = GL_HALF_FLOAT, |
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#else |
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HalfFloat = GL_HALF_FLOAT_OES, |
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#endif |
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Float = GL_FLOAT |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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Double = GL_DOUBLE |
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#endif |
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}; |
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enum class DataOption: std::uint8_t { |
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Normalized = 1 << 0 |
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}; |
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typedef Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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static const DataType DefaultDataType = DataType::Float; |
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inline constexpr static GLint components(DataOptions = {}) { return 1; } |
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static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
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inline constexpr static std::size_t vectorCount() { return 1; } |
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}; |
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CORRADE_ENUMSET_OPERATORS(Attribute<GLfloat>::DataOptions) |
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template<std::size_t vectorSize> struct Attribute<Math::Vector<vectorSize, GLfloat>>: public Attribute<GLfloat> { |
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inline constexpr static GLint components(DataOptions = {}) { return vectorSize; } |
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inline constexpr static std::size_t vectorCount() { return 1; } |
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}; |
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template<std::size_t cols, std::size_t rows> struct Attribute<Math::RectangularMatrix<cols, rows, GLfloat>>: public Attribute<GLfloat> { |
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inline constexpr static GLint components(DataOptions = {}) { return rows; } |
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inline constexpr static std::size_t vectorCount() { return cols; } |
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}; |
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template<std::size_t matrixSize> struct Attribute<Math::Matrix<matrixSize, GLfloat>>: public Attribute<GLfloat> { |
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inline constexpr static GLint components(DataOptions = {}) { return matrixSize; } |
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inline constexpr static std::size_t vectorCount() { return matrixSize; } |
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}; |
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template<> struct Attribute<Math::Vector<4, GLfloat>> { |
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enum class DataType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, |
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Byte = GL_BYTE, |
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UnsignedShort = GL_UNSIGNED_SHORT, |
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Short = GL_SHORT, |
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UnsignedInt = GL_UNSIGNED_INT, |
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Int = GL_INT, |
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#ifndef MAGNUM_TARGET_GLES2 |
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HalfFloat = GL_HALF_FLOAT, |
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#else |
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HalfFloat = GL_HALF_FLOAT_OES, |
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#endif |
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Float = GL_FLOAT |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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Double = GL_DOUBLE |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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, |
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UnsignedInt2101010REV = GL_UNSIGNED_INT_2_10_10_10_REV, |
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Int2101010REV = GL_INT_2_10_10_10_REV |
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#endif |
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}; |
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enum class DataOption: std::uint8_t { |
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Normalized = 1 << 0 |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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BGRA = 2 << 0 |
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#endif |
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}; |
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typedef Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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static const DataType DefaultDataType = DataType::Float; |
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#ifndef MAGNUM_TARGET_GLES |
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inline constexpr static GLint components(DataOptions options = {}) { |
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return options & DataOption::BGRA ? GL_BGRA : 4; |
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} |
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#else |
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inline constexpr static GLint components(DataOptions = {}) { return 4; } |
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#endif |
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static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
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inline constexpr static std::size_t vectorCount() { return 1; } |
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}; |
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typedef Math::Vector<4, GLfloat> _Vector4; |
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CORRADE_ENUMSET_OPERATORS(Attribute<_Vector4>::DataOptions) |
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template<> struct Attribute<GLint> { |
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enum class DataType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, |
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Byte = GL_BYTE, |
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UnsignedShort = GL_UNSIGNED_SHORT, |
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Short = GL_SHORT, |
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UnsignedInt = GL_UNSIGNED_INT, |
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Int = GL_INT |
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}; |
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enum class DataOption: std::uint8_t {}; |
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typedef Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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static const DataType DefaultDataType = DataType::Int; |
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inline constexpr static GLint components() { return 1; } |
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static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
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}; |
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template<> struct Attribute<GLuint> { |
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typedef Attribute<GLint>::DataType DataType; |
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typedef Attribute<GLint>::DataOption DataOption; |
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typedef Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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static const DataType DefaultDataType = DataType::UnsignedInt; |
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inline constexpr static GLint components() { return 1; } |
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inline static std::size_t size(GLint components, DataType dataType) { |
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return Attribute<GLint>::size(components, dataType); |
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} |
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}; |
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template<std::size_t size> struct Attribute<Math::Vector<size, GLint>>: public Attribute<GLint> { |
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inline constexpr static GLint components() { return size; } |
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}; |
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template<std::size_t size> struct Attribute<Math::Vector<size, GLuint>>: public Attribute<GLuint> { |
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inline constexpr static GLint components() { return size; } |
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}; |
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#ifndef MAGNUM_TARGET_GLES |
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template<> struct Attribute<GLdouble> { |
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enum class DataType: GLenum { |
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Double = GL_DOUBLE |
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}; |
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enum class DataOption: std::uint8_t {}; |
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typedef Corrade::Containers::EnumSet<DataOption, std::uint8_t> DataOptions; |
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static const DataType DefaultDataType = DataType::Double; |
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inline constexpr static GLint components() { return 1; } |
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inline constexpr static std::size_t vectorCount() { return 1; } |
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static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
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}; |
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template<std::size_t cols, std::size_t rows> struct Attribute<Math::RectangularMatrix<cols, rows, GLdouble>>: public Attribute<GLdouble> { |
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inline constexpr static GLint components() { return rows; } |
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inline constexpr static std::size_t vectorCount() { return cols; } |
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}; |
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template<std::size_t size> struct Attribute<Math::Matrix<size, GLdouble>>: public Attribute<GLdouble> { |
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inline constexpr static GLint components() { return size; } |
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inline constexpr static std::size_t vectorCount() { return size; } |
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}; |
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template<std::size_t size> struct Attribute<Math::Vector<size, GLdouble>>: public Attribute<GLdouble> { |
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inline constexpr static GLint components() { return size; } |
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inline constexpr static std::size_t vectorCount() { return size; } |
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}; |
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#endif |
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template<class T> struct Attribute<Math::Vector2<T>>: public Attribute<Math::Vector<2, T>> {}; |
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template<class T> struct Attribute<Math::Vector3<T>>: public Attribute<Math::Vector<3, T>> {}; |
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template<class T> struct Attribute<Math::Vector4<T>>: public Attribute<Math::Vector<4, T>> {}; |
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template<class T> struct Attribute<Math::Point2D<T>>: public Attribute<Math::Vector3<T>> {}; |
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template<class T> struct Attribute<Math::Point3D<T>>: public Attribute<Math::Vector4<T>> {}; |
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template<class T> struct Attribute<Color3<T>>: public Attribute<Math::Vector3<T>> {}; |
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template<class T> struct Attribute<Color4<T>>: public Attribute<Math::Vector4<T>> {}; |
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template<class T> struct Attribute<Math::Matrix3<T>>: public Attribute<Math::Matrix<3, T>> {}; |
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template<class T> struct Attribute<Math::Matrix4<T>>: public Attribute<Math::Matrix<4, T>> {}; |
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/* Types allowed as GLSL attributes */ |
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template<> struct AttributeTraits<GLuint> { typedef GLuint AttributeType; }; |
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template<> struct AttributeTraits<GLint> { typedef GLint AttributeType; }; |
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template<> struct AttributeTraits<GLfloat> { typedef GLfloat AttributeType; }; |
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#ifndef MAGNUM_TARGET_GLES |
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template<> struct AttributeTraits<GLdouble> { typedef GLdouble AttributeType; }; |
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#endif |
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/* Only some vectors can be used as attributes */ |
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template<class> struct VectorAttributeTraits {}; |
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template<> struct VectorAttributeTraits<GLuint> { typedef GLuint AttributeType; }; |
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template<> struct VectorAttributeTraits<GLint> { typedef GLint AttributeType; }; |
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template<> struct VectorAttributeTraits<GLfloat> { typedef GLfloat AttributeType; }; |
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#ifndef MAGNUM_TARGET_GLES |
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template<> struct VectorAttributeTraits<GLdouble> { typedef GLdouble AttributeType; }; |
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#endif |
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template<class T> struct AttributeTraits<Math::Vector<2, T>>: VectorAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::Vector<3, T>>: VectorAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::Vector<4, T>>: VectorAttributeTraits<T> {}; |
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|
template<class T> struct AttributeTraits<Math::Vector2<T>>: AttributeTraits<Math::Vector<2, T>> {}; |
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template<class T> struct AttributeTraits<Math::Vector3<T>>: AttributeTraits<Math::Vector<3, T>> {}; |
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template<class T> struct AttributeTraits<Math::Vector4<T>>: AttributeTraits<Math::Vector<4, T>> {}; |
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template<class T> struct AttributeTraits<Math::Point2D<T>>: AttributeTraits<Math::Vector<3, T>> {}; |
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template<class T> struct AttributeTraits<Math::Point3D<T>>: AttributeTraits<Math::Vector<4, T>> {}; |
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template<class T> struct AttributeTraits<Color3<T>>: AttributeTraits<Math::Vector<3, T>> {}; |
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template<class T> struct AttributeTraits<Color4<T>>: AttributeTraits<Math::Vector<4, T>> {}; |
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/* Only some floating-point matrices can be used as attributes */ |
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template<class> struct MatrixAttributeTraits {}; |
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template<> struct MatrixAttributeTraits<GLfloat> { typedef GLfloat AttributeType; }; |
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#ifndef MAGNUM_TARGET_GLES |
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template<> struct MatrixAttributeTraits<GLdouble> { typedef GLdouble AttributeType; }; |
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#endif |
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|
template<class T> struct AttributeTraits<Math::RectangularMatrix<2, 2, T>>: MatrixAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::RectangularMatrix<3, 3, T>>: MatrixAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::RectangularMatrix<4, 4, T>>: MatrixAttributeTraits<T> {}; |
|
#ifndef MAGNUM_TARGET_GLES2 |
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template<class T> struct AttributeTraits<Math::RectangularMatrix<2, 3, T>>: MatrixAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::RectangularMatrix<3, 2, T>>: MatrixAttributeTraits<T> {}; |
|
template<class T> struct AttributeTraits<Math::RectangularMatrix<2, 4, T>>: MatrixAttributeTraits<T> {}; |
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template<class T> struct AttributeTraits<Math::RectangularMatrix<4, 2, T>>: MatrixAttributeTraits<T> {}; |
|
template<class T> struct AttributeTraits<Math::RectangularMatrix<3, 4, T>>: MatrixAttributeTraits<T> {}; |
|
template<class T> struct AttributeTraits<Math::RectangularMatrix<4, 3, T>>: MatrixAttributeTraits<T> {}; |
|
#endif |
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|
template<class T> struct AttributeTraits<Math::Matrix3<T>>: MatrixAttributeTraits<T> {}; |
|
template<class T> struct AttributeTraits<Math::Matrix4<T>>: MatrixAttributeTraits<T> {}; |
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|
} |
|
#endif |
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|
|
} |
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|
#endif
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