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191 lines
5.6 KiB
191 lines
5.6 KiB
#ifndef Magnum_Shader_h |
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#define Magnum_Shader_h |
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/* |
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Copyright © 2010, 2011 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 "Magnum.h" |
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#include <vector> |
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#include <string> |
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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 Shader { |
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DISABLE_COPY(Shader) |
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public: |
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/** @brief Logging level */ |
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enum LogLevel { |
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None, /**< @brief Don't display anything */ |
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Errors, /**< @brief Display only errors */ |
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Warnings /**< @brief Display only errors and warnings */ |
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}; |
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/** @brief Shader type */ |
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enum Type { |
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Vertex = GL_VERTEX_SHADER, /**< @brief Vertex shader */ |
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Geometry = GL_GEOMETRY_SHADER, /**< @brief Geometry shader */ |
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Fragment = GL_FRAGMENT_SHADER /**< @brief Fragment shader */ |
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}; |
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/** @brief Shader state */ |
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enum State { |
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Initialized, /**< @brief Shader sloaded */ |
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Compiled, /**< @brief Shader is compiled */ |
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Failed /**< @brief Compilation failed */ |
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}; |
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/** |
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* @brief Log level |
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* |
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* Log level for displaying compilation messages. |
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*/ |
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inline static LogLevel logLevel() { return _logLevel; } |
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/** @brief Set log level */ |
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inline static void setLogLevel(LogLevel level) { _logLevel = level; } |
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/** |
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* @brief Load shader from source |
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* @param type Shader type |
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* @param source Shader source |
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* @return Pointer to compiled shader |
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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 = new Shader(type); |
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* s->addData(data); |
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* @endcode |
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* Note that it is also possible to compile shader from more than one |
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* source. |
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*/ |
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inline static Shader* fromData(Type type, const std::string& source) { |
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Shader* s = new Shader(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 type Shader type |
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* @param filename Source filename |
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* @return Pointer to compiled shader or zero, if file cannot be opened. |
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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 = new Shader(type); |
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* if(!s->addFile(filename)) delete s; |
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* @endcode |
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* Note that it is also possible to compile shader from more than one |
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* source. |
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*/ |
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inline static Shader* fromFile(Type type, const char* filename) { |
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Shader* s = new Shader(type); |
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if(!s->addFile(filename)) { |
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delete s; |
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return nullptr; |
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} |
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return s; |
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} |
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/** |
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* @brief Constructor |
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* |
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* Creates empty shader. Sources can be added with addData() or addFile(). |
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* @see fromData(), fromFile() |
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*/ |
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inline Shader(Type type): _type(type), _state(Initialized), shader(0) {} |
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/** |
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* @brief Destructor |
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* |
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* If the shader is compiled, deletes it. |
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*/ |
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inline ~Shader() { if(shader) glDeleteShader(shader); } |
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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 |
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* source to source list. Note that it is possible to compile source |
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* from more than 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 == 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 logLevel(), state() |
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*/ |
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GLuint compile(); |
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private: |
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static LogLevel _logLevel; |
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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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