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216 lines
6.6 KiB
216 lines
6.6 KiB
#ifndef Magnum_Shader_h |
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#define Magnum_Shader_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::Shader |
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*/ |
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#include <vector> |
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#include <string> |
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#include "Magnum.h" |
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#include "Context.h" |
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#include "magnumVisibility.h" |
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namespace Magnum { |
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/** |
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* @brief %Shader |
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* |
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* Allows loading and compiling the shader from file or directly from source |
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* string. Compiled shaders are then passed to AbstractShaderProgram subclasses |
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* for linking and usage. |
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*/ |
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class MAGNUM_EXPORT Shader { |
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Shader(const Shader& other) = delete; |
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Shader& operator=(const Shader& other) = delete; |
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public: |
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/** @brief %Shader type */ |
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enum class Type: GLenum { |
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Vertex = GL_VERTEX_SHADER, /**< Vertex shader */ |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* Tessellation control shader |
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* @requires_gl40 Extension @extension{ARB,tessellation_shader} |
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* @requires_gl Tessellation shaders are not available in OpenGL ES. |
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*/ |
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TessellationControl = GL_TESS_CONTROL_SHADER, |
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/** |
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* Tessellation evaluation shader |
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* @requires_gl40 Extension @extension{ARB,tessellation_shader} |
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* @requires_gl Tessellation shaders are not available in OpenGL ES. |
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*/ |
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TessellationEvaluation = GL_TESS_EVALUATION_SHADER, |
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/** |
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* Geometry shader |
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* @requires_gl32 Extension @extension{ARB,geometry_shader4} |
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* @requires_gl Geometry shaders are not available in OpenGL ES. |
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*/ |
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Geometry = GL_GEOMETRY_SHADER, |
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/** |
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* Compute shader |
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* @requires_gl43 Extension @extension{ARB,compute_shader} |
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* @requires_gl Compute shaders are not available in OpenGL ES. |
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*/ |
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Compute = GL_COMPUTE_SHADER, |
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#endif |
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Fragment = GL_FRAGMENT_SHADER /**< Fragment shader */ |
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}; |
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/** @brief %Shader state */ |
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enum class State { |
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Initialized, /**< %Shader is loaded */ |
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Compiled, /**< %Shader is compiled */ |
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Failed /**< Compilation failed */ |
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}; |
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/** |
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* @brief Load shader from source |
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* @param version Target version |
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* @param type %Shader type |
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* @param source %Shader source |
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* @return Shader instance |
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* |
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* Loads the shader from one source. Shorthand for |
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* @code |
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* Shader s(version, type); |
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* s.addData(data); |
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* @endcode |
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* Note that it is also possible to create shader from more than one |
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* source. |
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*/ |
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inline static Shader fromData(Version version, Type type, const std::string& source) { |
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Shader s(version, type); |
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s.addSource(source); |
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return s; |
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} |
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/** |
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* @brief Load shader from file |
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* @param version Target version |
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* @param type %Shader type |
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* @param filename Source filename |
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* @return Shader instance |
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* |
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* Loads the shader from from one file. Shorthand for |
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* @code |
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* Shader s(version, type); |
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* s.addFile(filename); |
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* @endcode |
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* Note that it is also possible to create shader from more than one |
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* source. |
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*/ |
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inline static Shader fromFile(Version version, Type type, const char* filename) { |
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Shader s(version, type); |
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s.addFile(filename); |
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return s; |
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} |
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/** |
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* @brief Constructor |
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* @param version Target version |
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* @param type %Shader type |
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* |
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* Creates empty OpenGL shader and adds @c \#version directive at the |
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* beginning. Sources can be added with addSource() or addFile(). |
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* @see fromData(), fromFile(), @fn_gl{CreateShader} |
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*/ |
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Shader(Version version, Type type); |
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/** |
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* @brief Destructor |
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* |
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* Deletes associated OpenGL shader. |
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* @see @fn_gl{DeleteShader} |
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*/ |
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inline ~Shader() { if(shader) glDeleteShader(shader); } |
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/** @brief Move constructor */ |
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Shader(Shader&& other); |
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/** @brief Move assignment operator */ |
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Shader& operator=(Shader&& other); |
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/** |
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* @brief %Shader type |
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* |
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* Set in constructor. |
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*/ |
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inline Type type() const { return _type; } |
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/** |
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* @brief Compilation state |
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* |
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* Changes after calling compile(). |
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*/ |
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inline State state() const { return _state; } |
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/** |
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* @brief Add shader source |
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* @param source String with shader source |
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* |
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* If the shader is not compiled already, adds given source to source |
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* list. Note that it is possible to compile shader from more than |
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* one source. |
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* @see addFile() |
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*/ |
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inline void addSource(const std::string& source) { |
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if(_state == State::Initialized) sources.push_back(source); |
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} |
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/** |
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* @brief Add source file |
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* @param filename Name of source file to read from |
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* @return False if reading the file fails, true otherwise. |
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* |
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* @see addSource() |
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*/ |
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bool addFile(const std::string& filename); |
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/** |
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* @brief Compile shader |
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* @return Compiled shader or 0 if compilation failed. |
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* |
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* If the shader has any sources present and hasn't been compiled |
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* before, it tries to compile it. If compilation fails or no sources |
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* are present, returns 0. If the shader was compiled already, returns |
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* already existing shader. |
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* @see state(), @fn_gl{ShaderSource}, @fn_gl{CompileShader}, |
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* @fn_gl{GetShader} with @def_gl{COMPILE_STATUS}, |
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* @fn_gl{GetShaderInfoLog} |
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*/ |
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GLuint compile(); |
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private: |
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Type _type; |
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State _state; |
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std::vector<std::string> sources; |
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GLuint shader; |
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}; |
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} |
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#endif
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