mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1419 lines
68 KiB
1419 lines
68 KiB
#ifndef Magnum_AbstractShaderProgram_h |
|
#define Magnum_AbstractShaderProgram_h |
|
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a |
|
copy of this software and associated documentation files (the "Software"), |
|
to deal in the Software without restriction, including without limitation |
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
|
and/or sell copies of the Software, and to permit persons to whom the |
|
Software is furnished to do so, subject to the following conditions: |
|
|
|
The above copyright notice and this permission notice shall be included |
|
in all copies or substantial portions of the Software. |
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
|
DEALINGS IN THE SOFTWARE. |
|
*/ |
|
|
|
/** @file |
|
* @brief Class Magnum::AbstractShaderProgram |
|
*/ |
|
|
|
#include <string> |
|
#include <Containers/EnumSet.h> |
|
|
|
#include "Magnum.h" |
|
#include "OpenGL.h" |
|
#include "magnumVisibility.h" |
|
|
|
/** @todo early asserts (no bool returns?) */ |
|
|
|
namespace Magnum { |
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
namespace Implementation { |
|
template<class> struct Attribute; |
|
|
|
/* Used in setUniform(Int, const T&), otherwise it would not be possible to |
|
pass enum values as uniforms */ |
|
struct NonEnumType { |
|
template<class T> inline static typename std::enable_if<std::is_enum<T>::value, const typename std::conditional<std::is_convertible<T, UnsignedInt>::value, UnsignedInt, Int>::type&>::type cast(const T& value) { |
|
return static_cast<const typename std::conditional<std::is_convertible<T, UnsignedInt>::value, UnsignedInt, Int>::type&>(value); |
|
} |
|
|
|
template<class T> inline static typename std::enable_if<!std::is_enum<T>::value, const T&>::type cast(const T& value) { |
|
return value; |
|
} |
|
}; |
|
} |
|
#endif |
|
|
|
/** |
|
@brief Base for shader program implementations |
|
|
|
@section AbstractShaderProgram-subclassing Subclassing workflow |
|
|
|
This class is designed to be used via subclassing. Subclasses define these |
|
functions and properties: |
|
- <strong>%Attribute definitions</strong> with location and type for |
|
configuring meshes, for example: |
|
@code |
|
typedef Attribute<0, Vector3> Position; |
|
typedef Attribute<1, Vector3> Normal; |
|
typedef Attribute<2, Vector2> TextureCoordinates; |
|
@endcode |
|
- **Output attribute locations**, if desired, for example: |
|
@code |
|
enum: UnsignedInt { |
|
ColorOutput = 0, |
|
NormalOutput = 1 |
|
}; |
|
@endcode |
|
- **Layers for texture uniforms** to which the textures will be bound before |
|
rendering, for example: |
|
@code |
|
enum: Int { |
|
DiffuseTextureLayer = 0, |
|
SpecularTextureLayer = 1 |
|
}; |
|
@endcode |
|
- **Uniform locations** for setting uniform data (see below) (private |
|
variables), for example: |
|
@code |
|
Int TransformationUniform = 0, |
|
ProjectionUniform = 1, |
|
DiffuseTextureUniform = 2, |
|
SpecularTextureUniform = 3; |
|
@endcode |
|
- **Constructor**, which attaches particular shaders, links the program and |
|
gets uniform locations, for example: |
|
@code |
|
MyShader() { |
|
// Load shaders from file and attach them to the program |
|
attachShader(Shader::fromFile(Version::430, Shader::Type::Vertex, "PhongShader.vert")); |
|
attachShader(Shader::fromFile(Version::430, Shader::Type::Fragment, "PhongShader.frag")); |
|
|
|
// Link |
|
link(); |
|
} |
|
@endcode |
|
- **Uniform setting functions**, which will provide public interface for |
|
protected setUniform() functions. For usability purposes you can implement |
|
also method chaining. Example: |
|
@code |
|
MyShader* setTransformation(const Matrix4& matrix) { |
|
setUniform(TransformationUniform, matrix); |
|
return this; |
|
} |
|
MyShader* setProjection(const Matrix4& matrix) { |
|
setUniform(ProjectionUniform, matrix); |
|
return this; |
|
} |
|
@endcode |
|
|
|
@subsection AbstractShaderProgram-attribute-location Binding attribute location |
|
|
|
The preferred workflow is to specify attribute location for vertex shader |
|
input attributes and fragment shader output attributes explicitly in the |
|
shader code, e.g.: |
|
@code |
|
// GLSL 3.30, or |
|
#extension GL_ARB_explicit_attrib_location: enable |
|
layout(location = 0) in vec4 position; |
|
layout(location = 1) in vec3 normal; |
|
layout(location = 2) in vec2 textureCoordinates; |
|
@endcode |
|
|
|
Similarly for ouput attributes, you can also specify blend equation color |
|
index for them (see Framebuffer::BlendFunction for more information about |
|
using color input index): |
|
@code |
|
layout(location = 0, index = 0) out vec4 color; |
|
layout(location = 1, index = 1) out vec3 normal; |
|
@endcode |
|
|
|
If you don't have the required extension, you can use functions |
|
bindAttributeLocation() and bindFragmentDataLocation() / |
|
bindFragmentDataLocationIndexed() between attaching the shaders and linking |
|
the program: |
|
@code |
|
// Shaders attached... |
|
|
|
bindAttributeLocation(Position::Location, "position"); |
|
bindAttributeLocation(Normal::Location, "normal"); |
|
bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); |
|
|
|
bindFragmentDataLocationIndexed(ColorOutput, 0, "color"); |
|
bindFragmentDataLocationIndexed(NormalOutput, 1, "normal"); |
|
|
|
// Link... |
|
@endcode |
|
|
|
@requires_gl30 %Extension @extension{EXT,gpu_shader4} for using |
|
bindFragmentDataLocation(). |
|
@requires_gl33 %Extension @extension{ARB,blend_func_extended} for using |
|
bindFragmentDataLocationIndexed(). |
|
@requires_gl33 %Extension @extension{ARB,explicit_attrib_location} for |
|
explicit attribute location instead of using bindAttributeLocation(), |
|
bindFragmentDataLocation() or bindFragmentDataLocationIndexed(). |
|
@requires_gles30 Explicit location specification of input attributes is not |
|
supported in OpenGL ES 2.0, use bindAttributeLocation() instead. |
|
@requires_gles30 Multiple fragment shader outputs are not available in OpenGL |
|
ES 2.0, similar functionality is available in extension |
|
@extension{NV,draw_buffers}. |
|
|
|
@subsection AbstractShaderProgram-uniform-location Uniform locations |
|
|
|
The preferred workflow is to specify uniform locations directly in the shader |
|
code, e.g.: |
|
@code |
|
// GLSL 4.30, or |
|
#extension GL_ARB_explicit_uniform_location: enable |
|
layout(location = 0) uniform mat4 transformation; |
|
layout(location = 1) uniform mat4 projection; |
|
@endcode |
|
|
|
If you don't have the required extension, you can get uniform location using |
|
uniformLocation() after linking stage: |
|
@code |
|
Int transformationUniform = uniformLocation("transformation"); |
|
Int projectionUniform = uniformLocation("projection"); |
|
@endcode |
|
|
|
@requires_gl43 %Extension @extension{ARB,explicit_uniform_location} for |
|
explicit uniform location instead of using uniformLocation(). |
|
@requires_gl Explicit uniform location is not supported in OpenGL ES. Use |
|
uniformLocation() instead. |
|
|
|
@subsection AbstractShaderProgram-texture-layer Binding texture layer uniforms |
|
|
|
The preferred workflow is to specify texture layers directly in the shader |
|
code, e.g.: |
|
@code |
|
// GLSL 4.20, or |
|
#extension GL_ARB_shading_language_420pack: enable |
|
layout(binding = 0) uniform sampler2D diffuseTexture; |
|
layout(binding = 1) uniform sampler2D specularTexture; |
|
@endcode |
|
|
|
If you don't have the required extension (or if you want to change the layer |
|
later), you can set the texture layer uniform using setUniform(Int, Int): |
|
@code |
|
setUniform(DiffuseTextureUniform, DiffuseTextureLayer); |
|
setUniform(SpecularTextureUniform, SpecularTextureLayer); |
|
@endcode |
|
|
|
@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit |
|
texture layer binding instead of using setUniform(Int, Int). |
|
@requires_gl Explicit texture layer binding is not supported in OpenGL ES. Use |
|
setUniform(Int, Int) instead. |
|
|
|
@section AbstractShaderProgram-rendering-workflow Rendering workflow |
|
|
|
Basic workflow with %AbstractShaderProgram subclasses is: instance shader |
|
class, configure attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation" |
|
for more information) and map shader outputs to framebuffer attachments if |
|
needed (see @ref Framebuffer-usage "Framebuffer documentation" for more |
|
information). In each draw event set uniforms, mark the shader for use, bind |
|
specific framebuffer (if needed) and bind required textures to their |
|
respective layers using AbstractTexture::bind(Int). Then call Mesh::draw(). |
|
Example: |
|
@code |
|
shader->setTransformation(transformation) |
|
->setProjection(projection) |
|
->use(); |
|
|
|
diffuseTexture->bind(MyShader::DiffuseTextureLayer); |
|
specularTexture->bind(MyShader::SpecularTextureLayer); |
|
|
|
mesh.draw(); |
|
@endcode |
|
|
|
@section AbstractShaderProgram-types Mapping between GLSL and Magnum types |
|
|
|
See @ref types for more information, only types with GLSL equivalent can be used |
|
(and their super- or subclasses with the same size and underlying type). |
|
|
|
@requires_gl30 %Extension @extension{EXT,gpu_shader4} is required when using |
|
integer attributes (i.e. @ref Magnum::UnsignedInt "UnsignedInt", |
|
@ref Magnum::Int "Int", @ref Magnum::Vector2ui "Vector2ui", |
|
@ref Magnum::Vector2i "Vector2i", @ref Magnum::Vector3ui "Vector3ui", |
|
@ref Magnum::Vector3i "Vector3i", @ref Magnum::Vector4ui "Vector4ui" and |
|
@ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e. |
|
@ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui", |
|
@ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui"). |
|
@requires_gles30 Integer attributes and unsigned integer uniforms are not |
|
available in OpenGL ES 2.0. |
|
|
|
@requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} is required when |
|
using double uniforms (i.e. @ref Magnum::Double "Double", |
|
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
|
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2d "Matrix2d", |
|
@ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d", |
|
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
|
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
|
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
|
@requires_gl41 %Extension @extension{ARB,vertex_attrib_64bit} is required when |
|
using double attributes (i.e. @ref Magnum::Double "Double", |
|
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
|
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2d "Matrix2d", |
|
@ref Magnum::Matrix3d "Matrix3d", @ref Magnum::Matrix4d "Matrix4d", |
|
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
|
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
|
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
|
@requires_gl Double attributes and uniforms are not available in OpenGL ES. |
|
|
|
@requires_gles30 Non-square matrix attributes and uniforms (i.e. |
|
@ref Magnum::Matrix2x3 "Matrix2x3", @ref Magnum::Matrix3x2 "Matrix3x2", |
|
@ref Magnum::Matrix2x4 "Matrix2x4", @ref Magnum::Matrix4x2d "Matrix4x2", |
|
@ref Magnum::Matrix3x4 "Matrix3x4" and @ref Magnum::Matrix4x3 "Matrix4x3") |
|
are not available in OpenGL ES 2.0. |
|
|
|
@section AbstractShaderProgram-performance-optimization Performance optimizations |
|
|
|
The engine tracks currently used shader program to avoid unnecessary calls to |
|
@fn_gl{UseProgram}. %Shader limits (such as maxSupportedVertexAttributeCount()) |
|
are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. |
|
|
|
If extension @extension{ARB,separate_shader_objects} or |
|
@extension{EXT,direct_state_access} is available, uniform setting functions |
|
use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See |
|
setUniform() documentation for more information. |
|
|
|
To achieve least state changes, set all uniforms in one run -- method chaining |
|
comes in handy. |
|
*/ |
|
class MAGNUM_EXPORT AbstractShaderProgram { |
|
friend class Context; |
|
|
|
AbstractShaderProgram(const AbstractShaderProgram&) = delete; |
|
AbstractShaderProgram(AbstractShaderProgram&&) = delete; |
|
AbstractShaderProgram& operator=(const AbstractShaderProgram&) = delete; |
|
AbstractShaderProgram& operator=(AbstractShaderProgram&&) = delete; |
|
|
|
public: |
|
/** |
|
* @brief Base struct for attribute location and type |
|
* |
|
* Template parameter @p location is vertex attribute location, number |
|
* between `0` and maxSupportedVertexAttributeCount(). To ensure |
|
* compatibility, you should always have vertex attribute with |
|
* location `0`. |
|
* |
|
* Template parameter @p T is the type which is used for shader |
|
* attribute, e.g. @ref Vector4i for `ivec4`. DataType is type of |
|
* passed data when adding vertex buffers to mesh. By default it is |
|
* the same as type used in shader (e.g. @ref DataType "DataType::Int" |
|
* for @ref Vector4i). It's also possible to pass integer data to |
|
* floating-point shader inputs. In this case you may want to |
|
* normalize the values (e.g. color components from 0-255 to |
|
* 0.0f - 1.0f) -- see @ref DataOption "DataOption::Normalize". |
|
* |
|
* Only some types are allowed as attribute types, see |
|
* @ref AbstractShaderProgram-types or TypeTraits::AttributeType for |
|
* more information. |
|
* |
|
* See @ref AbstractShaderProgram-subclassing for example usage in |
|
* shaders and @ref Mesh-configuration for example usage when adding |
|
* vertex buffers to mesh. |
|
*/ |
|
template<UnsignedInt location, class T> class Attribute { |
|
public: |
|
enum: UnsignedInt { |
|
Location = location /**< Location to which the attribute is bound */ |
|
}; |
|
|
|
/** |
|
* @brief Type |
|
* |
|
* Type used in shader code. |
|
* @see DataType |
|
*/ |
|
typedef typename Implementation::Attribute<T>::Type Type; |
|
|
|
/** |
|
* @brief Component count |
|
* |
|
* Count of components passed to the shader. If passing smaller |
|
* count of components than corresponding type has, unspecified |
|
* components are set to default values (second and third to `0`, |
|
* fourth to `1`). |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
enum class Components: GLint { |
|
/** |
|
* Only first component is specified. Second, third and |
|
* fourth component are set to `0`, `0`, `1`, respectively. |
|
* Only for scalar and vector types, not matrices. |
|
*/ |
|
One = 1, |
|
|
|
/** |
|
* First two components are specified. Third and fourth |
|
* component are set to `0`, `1`, respectively. Only for |
|
* two, three and four-component vector types and 2x2, 3x2 |
|
* and 4x2 matrix types. |
|
*/ |
|
Two = 2, |
|
|
|
/** |
|
* First three components are specified. Fourth component is |
|
* set to `1`. Only for three and four-component vector |
|
* types, 2x3, 3x3 and 4x3 matrix types. |
|
*/ |
|
Three = 3, |
|
|
|
/** |
|
* All four components are specified. Only for four-component |
|
* vector types and 2x4, 3x4 and 4x4 matrix types. |
|
*/ |
|
Four = 4 |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
, |
|
/** |
|
* Four components with BGRA ordering. Only for four-component |
|
* float vector type. |
|
* @requires_gl32 %Extension @extension{ARB,vertex_array_bgra} |
|
* @requires_gl Only RGBA component ordering is supported |
|
* in OpenGL ES. |
|
*/ |
|
BGRA = 1 << 1 |
|
#endif |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::Components Components; |
|
#endif |
|
|
|
/** |
|
* @brief Data type |
|
* |
|
* Type of data passed to shader. |
|
* @see Type, DataOptions, Attribute() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
enum class DataType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, /**< Unsigned byte */ |
|
Byte = GL_BYTE, /**< Byte */ |
|
UnsignedShort = GL_UNSIGNED_SHORT, /**< Unsigned short */ |
|
Short = GL_SHORT, /**< Short */ |
|
UnsignedInt = GL_UNSIGNED_INT, /**< Unsigned int */ |
|
Int = GL_INT, /**< Int */ |
|
|
|
/** |
|
* Half float. Only for float attribute types. |
|
* @requires_gl30 %Extension @extension{NV,half_float} |
|
* @requires_gles30 %Extension @es_extension{OES,vertex_half_float} |
|
*/ |
|
HalfFloat = GL_HALF_FLOAT, |
|
|
|
/** Float. Only for float attribute types. */ |
|
Float = GL_FLOAT, |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* Double. Only for float and double attribute types. |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
Double = GL_DOUBLE, |
|
#endif |
|
|
|
/* GL_FIXED not supported */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* Unsigned 2.10.10.10 packed integer. Only for |
|
* four-component float vector attribute type. |
|
* @todo How about (incompatible) @es_extension{OES,vertex_type_10_10_10_2}? |
|
* @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} |
|
* @requires_gles30 (no extension providing this functionality) |
|
*/ |
|
UnsignedInt2101010Rev = GL_UNSIGNED_INT_2_10_10_10_REV, |
|
|
|
/** |
|
* Signed 2.10.10.10 packed integer. Only for |
|
* four-component float vector attribute type. |
|
* @requires_gl33 %Extension @extension{ARB,vertex_type_2_10_10_10_rev} |
|
* @requires_gles30 (no extension providing this functionality) |
|
*/ |
|
Int2101010Rev = GL_INT_2_10_10_10_REV |
|
#endif |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::DataType DataType; |
|
#endif |
|
|
|
/** |
|
* @brief Data option |
|
* @see DataOptions, Attribute() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
enum class DataOption: UnsignedByte { |
|
/** |
|
* Normalize integer components. Only for float attribute |
|
* types. Default is to not normalize. |
|
*/ |
|
Normalize = 1 << 0 |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::DataOption DataOption; |
|
#endif |
|
|
|
/** |
|
* @brief Data options |
|
* @see Attribute() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
typedef typename Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
#else |
|
typedef typename Implementation::Attribute<T>::DataOptions DataOptions; |
|
#endif |
|
|
|
/** |
|
* @brief Constructor |
|
* @param components Component count |
|
* @param dataType Type of passed data. Default is the |
|
* same as type used in shader (e.g. DataType::Integer |
|
* for Vector4i). |
|
* @param dataOptions Data options. Default is no options. |
|
*/ |
|
inline constexpr Attribute(Components components, DataType dataType = Implementation::Attribute<T>::DefaultDataType, DataOptions dataOptions = DataOptions()): _components(components), _dataType(dataType), _dataOptions(dataOptions) {} |
|
|
|
/** |
|
* @brief Constructor |
|
* @param dataType Type of passed data. Default is the |
|
* same as type used in shader (e.g. DataType::Integer |
|
* for Vector4i). |
|
* @param dataOptions Data options. Default is no options. |
|
* |
|
* Component count is set to the same value as in type used in |
|
* shader (e.g. @ref Components "Components::Three" for Vector3). |
|
*/ |
|
inline constexpr Attribute(DataType dataType = Implementation::Attribute<T>::DefaultDataType, DataOptions dataOptions = DataOptions()): _components(Implementation::Attribute<T>::DefaultComponents), _dataType(dataType), _dataOptions(dataOptions) {} |
|
|
|
/** @brief Component count of passed data */ |
|
inline constexpr Components components() const { return _components; } |
|
|
|
/** @brief Type of passed data */ |
|
inline constexpr DataType dataType() const { return _dataType; } |
|
|
|
/** @brief Size of passed data */ |
|
inline std::size_t dataSize() const { |
|
return Implementation::Attribute<T>::size(GLint(_components)*Implementation::Attribute<T>::vectorCount(), _dataType); |
|
} |
|
|
|
/** @brief Data options */ |
|
inline constexpr DataOptions dataOptions() const { return _dataOptions; } |
|
|
|
private: |
|
const Components _components; |
|
const DataType _dataType; |
|
const DataOptions _dataOptions; |
|
}; |
|
|
|
/** |
|
* @brief Max supported vertex attribute count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. |
|
* @see Attribute, @fn_gl{Get} with @def_gl{MAX_VERTEX_ATTRIBS} |
|
*/ |
|
static Int maxSupportedVertexAttributeCount(); |
|
|
|
/** |
|
* @brief Constructor |
|
* |
|
* Creates one OpenGL shader program. |
|
* @see @fn_gl{CreateProgram} |
|
*/ |
|
inline explicit AbstractShaderProgram(): state(Initialized) { |
|
_id = glCreateProgram(); |
|
} |
|
|
|
/** |
|
* @brief Destructor |
|
* |
|
* Deletes associated OpenGL shader program. |
|
* @see @fn_gl{DeleteProgram} |
|
*/ |
|
virtual ~AbstractShaderProgram() = 0; |
|
|
|
/** |
|
* @brief Use shader for rendering |
|
* @return False if the program wasn't successfully linked, true |
|
* otherwise. |
|
* |
|
* @see @fn_gl{UseProgram} |
|
*/ |
|
bool use(); |
|
|
|
protected: |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Allow retrieving program binary |
|
* |
|
* Initially disabled. |
|
* @note This function should be called after attachShader() calls and |
|
* before link(). |
|
* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT} |
|
* @requires_gl41 %Extension @extension{ARB,get_program_binary} |
|
* @requires_gles30 Always allowed in OpenGL ES 2.0. |
|
*/ |
|
inline void setRetrievableBinary(bool enabled) { |
|
glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Allow the program to be bound to individual pipeline stages |
|
* |
|
* Initially disabled. |
|
* @note This function should be called after attachShader() calls and |
|
* before link(). |
|
* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE} |
|
* @requires_gl41 %Extension @extension{ARB,separate_shader_objects} |
|
* @requires_es_extension %Extension @es_extension{EXT,separate_shader_objects} |
|
*/ |
|
inline void setSeparable(bool enabled) { |
|
/** @todo Remove when extension wrangler is available for ES */ |
|
#ifndef MAGNUM_TARGET_GLES |
|
glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE); |
|
#else |
|
static_cast<void>(enabled); |
|
#endif |
|
} |
|
|
|
/** |
|
* @brief Load shader |
|
* @return False if the shader wasn't successfully compiled, true |
|
* otherwise. |
|
* |
|
* Compiles the shader, if it is not already, and prepares it for |
|
* linking. |
|
* @see Shader::compile(), @fn_gl{AttachShader} |
|
*/ |
|
bool attachShader(Shader& shader); |
|
|
|
/** @overload */ |
|
inline bool attachShader(Shader&& shader) { |
|
return attachShader(shader); |
|
} |
|
|
|
/** |
|
* @brief Bind attribute to given location |
|
* @param location Location |
|
* @param name Attribute name |
|
* |
|
* Binds attribute to location which is used later for binding vertex |
|
* buffers. |
|
* @note This function should be called after attachShader() calls and |
|
* before link(). |
|
* @deprecated Preferred usage is to specify attribute location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref AbstractShaderProgram-attribute-location "class documentation" |
|
* for more information. |
|
* @see @fn_gl{BindAttribLocation} |
|
*/ |
|
void bindAttributeLocation(UnsignedInt location, const std::string& name); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Bind fragment data to given location and color input index |
|
* @param location Location |
|
* @param name Fragment output variable name |
|
* @param index Blend equation color input index (`0` or `1`) |
|
* |
|
* Binds fragment data to location which is used later for framebuffer |
|
* operations. See also Framebuffer::BlendFunction for more |
|
* information about using color input index. |
|
* @note This function should be called after attachShader() calls and |
|
* before link(). |
|
* @deprecated Preferred usage is to specify attribute location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref AbstractShaderProgram-attribute-location "class documentation" |
|
* for more information. |
|
* @see @fn_gl{BindFragDataLocationIndexed} |
|
* @requires_gl33 %Extension @extension{ARB,blend_func_extended} |
|
* @requires_gl Multiple blend function inputs are not available in |
|
* OpenGL ES. |
|
*/ |
|
void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name); |
|
|
|
/** |
|
* @brief Bind fragment data to given location and first color input index |
|
* @param location Location |
|
* @param name Fragment output variable name |
|
* |
|
* The same as bindFragmentDataLocationIndexed(), but with `index` set |
|
* to `0`. |
|
* @see @fn_gl{BindFragDataLocation} |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gl Use explicit location specification in OpenGL ES 3.0 |
|
* instead. |
|
*/ |
|
void bindFragmentDataLocation(UnsignedInt location, const std::string& name); |
|
#endif |
|
|
|
/** |
|
* @brief Link the shader |
|
* |
|
* Binds previously specified attributes to given indexes and links the |
|
* shader program together. |
|
* @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with |
|
* @def_gl{LINK_STATUS}, @fn_gl{GetProgramInfoLog} |
|
*/ |
|
void link(); |
|
|
|
/** |
|
* @brief Get uniform location |
|
* @param name Uniform name |
|
* |
|
* @note This function should be called after link(). |
|
* @deprecated Preferred usage is to specify uniform location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref AbstractShaderProgram-uniform-location "class documentation" |
|
* for more information. |
|
* @see @fn_gl{GetUniformLocation} |
|
*/ |
|
Int uniformLocation(const std::string& name); |
|
|
|
/** |
|
* @brief Set uniform value |
|
* @param location Uniform location |
|
* @param value Value |
|
* |
|
* Convenience alternative for setting one value, see |
|
* setUniform(Int, UnsignedInt, const Float*) for more information. |
|
*/ |
|
template<class T> inline void setUniform(Int location, const T& value) { |
|
setUniform(location, 1, &Implementation::NonEnumType::cast(value)); |
|
} |
|
|
|
/** |
|
* @brief Set uniform values |
|
* @param location Uniform location |
|
* @param count Value count |
|
* @param values Values |
|
* |
|
* 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 setUniform(Int, const T&), @fn_gl{UseProgram}, @fn_gl{Uniform} |
|
* or `glProgramUniform()` from |
|
* @extension{ARB,separate_shader_objects}/@extension{EXT,direct_state_access}. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Float* values) { |
|
(this->*uniform1fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Float>* values) { |
|
(this->*uniform2fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Float>* values) { |
|
(this->*uniform3fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Float>* values) { |
|
(this->*uniform4fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Int* values) { |
|
(this->*uniform1ivImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Int>* values) { |
|
(this->*uniform2ivImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Int>* values) { |
|
(this->*uniform3ivImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Int>* values) { |
|
(this->*uniform4ivImplementation)(location, count, values); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const UnsignedInt* values) { |
|
(this->*uniform1uivImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<2, UnsignedInt>* values) { |
|
(this->*uniform2uivImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<3, UnsignedInt>* values) { |
|
(this->*uniform3uivImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl30 %Extension @extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<4, UnsignedInt>* values) { |
|
(this->*uniform4uivImplementation)(location, count, values); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Double* values) { |
|
(this->*uniform1dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Double>* values) { |
|
(this->*uniform2dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Double>* values) { |
|
(this->*uniform3dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Double>* values) { |
|
(this->*uniform4dvImplementation)(location, count, values); |
|
} |
|
#endif |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Float>* values) { |
|
(this->*uniformMatrix2fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Float>* values) { |
|
(this->*uniformMatrix3fvImplementation)(location, count, values); |
|
} |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Float>* values) { |
|
(this->*uniformMatrix4fvImplementation)(location, count, values); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Float>* values) { |
|
(this->*uniformMatrix2x3fvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Float>* values) { |
|
(this->*uniformMatrix3x2fvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Float>* values) { |
|
(this->*uniformMatrix2x4fvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Float>* values) { |
|
(this->*uniformMatrix4x2fvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Float>* values) { |
|
(this->*uniformMatrix3x4fvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Float>* values) { |
|
(this->*uniformMatrix4x3fvImplementation)(location, count, values); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Double>* values) { |
|
(this->*uniformMatrix2dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Double>* values) { |
|
(this->*uniformMatrix3dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Double>* values) { |
|
(this->*uniformMatrix4dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Double>* values) { |
|
(this->*uniformMatrix2x3dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Double>* values) { |
|
(this->*uniformMatrix3x2dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Double>* values) { |
|
(this->*uniformMatrix2x4dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Double>* values) { |
|
(this->*uniformMatrix4x2dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Double>* values) { |
|
(this->*uniformMatrix3x4dvImplementation)(location, count, values); |
|
} |
|
|
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES. |
|
*/ |
|
inline void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Double>* values) { |
|
(this->*uniformMatrix4x3dvImplementation)(location, count, values); |
|
} |
|
#endif |
|
|
|
private: |
|
enum State { |
|
Initialized, |
|
Linked, |
|
Failed |
|
}; |
|
|
|
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context); |
|
|
|
typedef void(AbstractShaderProgram::*Uniform1fvImplementation)(GLint, GLsizei, const GLfloat*); |
|
typedef void(AbstractShaderProgram::*Uniform2fvImplementation)(GLint, GLsizei, const Math::Vector<2, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*Uniform3fvImplementation)(GLint, GLsizei, const Math::Vector<3, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*Uniform4fvImplementation)(GLint, GLsizei, const Math::Vector<4, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*Uniform1ivImplementation)(GLint, GLsizei, const GLint*); |
|
typedef void(AbstractShaderProgram::*Uniform2ivImplementation)(GLint, GLsizei, const Math::Vector<2, GLint>*); |
|
typedef void(AbstractShaderProgram::*Uniform3ivImplementation)(GLint, GLsizei, const Math::Vector<3, GLint>*); |
|
typedef void(AbstractShaderProgram::*Uniform4ivImplementation)(GLint, GLsizei, const Math::Vector<4, GLint>*); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
typedef void(AbstractShaderProgram::*Uniform1uivImplementation)(GLint, GLsizei, const GLuint*); |
|
typedef void(AbstractShaderProgram::*Uniform2uivImplementation)(GLint, GLsizei, const Math::Vector<2, GLuint>*); |
|
typedef void(AbstractShaderProgram::*Uniform3uivImplementation)(GLint, GLsizei, const Math::Vector<3, GLuint>*); |
|
typedef void(AbstractShaderProgram::*Uniform4uivImplementation)(GLint, GLsizei, const Math::Vector<4, GLuint>*); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
typedef void(AbstractShaderProgram::*Uniform1dvImplementation)(GLint, GLsizei, const GLdouble*); |
|
typedef void(AbstractShaderProgram::*Uniform2dvImplementation)(GLint, GLsizei, const Math::Vector<2, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*Uniform3dvImplementation)(GLint, GLsizei, const Math::Vector<3, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*Uniform4dvImplementation)(GLint, GLsizei, const Math::Vector<4, GLdouble>*); |
|
#endif |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLfloat* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLint* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLuint* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLdouble* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLfloat* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLint* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLuint* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const GLdouble* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); |
|
#endif |
|
static Uniform1fvImplementation uniform1fvImplementation; |
|
static Uniform2fvImplementation uniform2fvImplementation; |
|
static Uniform3fvImplementation uniform3fvImplementation; |
|
static Uniform4fvImplementation uniform4fvImplementation; |
|
static Uniform1ivImplementation uniform1ivImplementation; |
|
static Uniform2ivImplementation uniform2ivImplementation; |
|
static Uniform3ivImplementation uniform3ivImplementation; |
|
static Uniform4ivImplementation uniform4ivImplementation; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
static Uniform1uivImplementation uniform1uivImplementation; |
|
static Uniform2uivImplementation uniform2uivImplementation; |
|
static Uniform3uivImplementation uniform3uivImplementation; |
|
static Uniform4uivImplementation uniform4uivImplementation; |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
static Uniform1dvImplementation uniform1dvImplementation; |
|
static Uniform2dvImplementation uniform2dvImplementation; |
|
static Uniform3dvImplementation uniform3dvImplementation; |
|
static Uniform4dvImplementation uniform4dvImplementation; |
|
#endif |
|
|
|
typedef void(AbstractShaderProgram::*UniformMatrix2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 2, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 3, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 4, GLfloat>*); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
typedef void(AbstractShaderProgram::*UniformMatrix2x3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 3, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3x2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 2, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix2x4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 4, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4x2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 2, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3x4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 4, GLfloat>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4x3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 3, GLfloat>*); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
typedef void(AbstractShaderProgram::*UniformMatrix2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 2, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 3, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 4, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix2x3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 3, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3x2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 2, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix2x4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 4, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4x2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 2, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix3x4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 4, GLdouble>*); |
|
typedef void(AbstractShaderProgram::*UniformMatrix4x3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 3, GLdouble>*); |
|
#endif |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); |
|
#endif |
|
static UniformMatrix2fvImplementation uniformMatrix2fvImplementation; |
|
static UniformMatrix3fvImplementation uniformMatrix3fvImplementation; |
|
static UniformMatrix4fvImplementation uniformMatrix4fvImplementation; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
static UniformMatrix2x3fvImplementation uniformMatrix2x3fvImplementation; |
|
static UniformMatrix3x2fvImplementation uniformMatrix3x2fvImplementation; |
|
static UniformMatrix2x4fvImplementation uniformMatrix2x4fvImplementation; |
|
static UniformMatrix4x2fvImplementation uniformMatrix4x2fvImplementation; |
|
static UniformMatrix3x4fvImplementation uniformMatrix3x4fvImplementation; |
|
static UniformMatrix4x3fvImplementation uniformMatrix4x3fvImplementation; |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
static UniformMatrix2dvImplementation uniformMatrix2dvImplementation; |
|
static UniformMatrix3dvImplementation uniformMatrix3dvImplementation; |
|
static UniformMatrix4dvImplementation uniformMatrix4dvImplementation; |
|
static UniformMatrix2x3dvImplementation uniformMatrix2x3dvImplementation; |
|
static UniformMatrix3x2dvImplementation uniformMatrix3x2dvImplementation; |
|
static UniformMatrix2x4dvImplementation uniformMatrix2x4dvImplementation; |
|
static UniformMatrix4x2dvImplementation uniformMatrix4x2dvImplementation; |
|
static UniformMatrix3x4dvImplementation uniformMatrix3x4dvImplementation; |
|
static UniformMatrix4x3dvImplementation uniformMatrix4x3dvImplementation; |
|
#endif |
|
|
|
GLuint _id; |
|
State state; |
|
}; |
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
/** @debugoperator{Magnum::AbstractShaderProgram::Attribute} */ |
|
template<class T> Debug operator<<(Debug debug, AbstractShaderProgram::Attribute<T>::Components); |
|
|
|
/** @debugoperator{Magnum::AbstractShaderProgram::Attribute} */ |
|
template<class T> Debug operator<<(Debug debug, AbstractShaderProgram::Attribute<T>::DataType); |
|
#endif |
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
namespace Implementation { |
|
|
|
/* Base for sized attributes */ |
|
template<std::size_t cols, std::size_t rows> struct SizedAttribute; |
|
|
|
/* Vector attribute sizes */ |
|
template<std::size_t cols> struct SizedVectorAttribute { |
|
inline constexpr static std::size_t vectorCount() { return cols; } |
|
}; |
|
template<> struct SizedAttribute<1, 1>: SizedVectorAttribute<1> { |
|
enum class Components: GLint { One = 1 }; |
|
constexpr static Components DefaultComponents = Components::One; |
|
}; |
|
template<> struct SizedAttribute<1, 2>: SizedVectorAttribute<1> { |
|
enum class Components: GLint { One = 1, Two = 2 }; |
|
constexpr static Components DefaultComponents = Components::Two; |
|
}; |
|
template<> struct SizedAttribute<1, 3>: SizedVectorAttribute<1> { |
|
enum class Components: GLint { One = 1, Two = 2, Three = 3 }; |
|
constexpr static Components DefaultComponents = Components::Three; |
|
}; |
|
template<> struct SizedAttribute<1, 4>: SizedVectorAttribute<1> { |
|
enum class Components: GLint { One = 1, Two = 2, Three = 3, Four = 4 }; |
|
constexpr static Components DefaultComponents = Components::Four; |
|
}; |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 1>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 2>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 3>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedAttribute<1, 4>::Components value); |
|
|
|
/* Matrix attribute sizes */ |
|
template<std::size_t rows> struct SizedMatrixAttribute; |
|
template<> struct SizedMatrixAttribute<2> { |
|
enum class Components: GLint { Two = 2 }; |
|
constexpr static Components DefaultComponents = Components::Two; |
|
}; |
|
template<> struct SizedMatrixAttribute<3> { |
|
enum class Components: GLint { Three = 3 }; |
|
constexpr static Components DefaultComponents = Components::Three; |
|
}; |
|
template<> struct SizedMatrixAttribute<4> { |
|
enum class Components: GLint { Four = 4 }; |
|
constexpr static Components DefaultComponents = Components::Four; |
|
}; |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<2>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<3>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, SizedMatrixAttribute<4>::Components value); |
|
template<> struct SizedAttribute<2, 2>: SizedVectorAttribute<2>, SizedMatrixAttribute<2> {}; |
|
template<> struct SizedAttribute<3, 3>: SizedVectorAttribute<3>, SizedMatrixAttribute<3> {}; |
|
template<> struct SizedAttribute<4, 4>: SizedVectorAttribute<4>, SizedMatrixAttribute<4> {}; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
template<> struct SizedAttribute<2, 3>: SizedVectorAttribute<2>, SizedMatrixAttribute<3> {}; |
|
template<> struct SizedAttribute<3, 2>: SizedVectorAttribute<3>, SizedMatrixAttribute<2> {}; |
|
template<> struct SizedAttribute<2, 4>: SizedVectorAttribute<2>, SizedMatrixAttribute<4> {}; |
|
template<> struct SizedAttribute<4, 2>: SizedVectorAttribute<4>, SizedMatrixAttribute<2> {}; |
|
template<> struct SizedAttribute<3, 4>: SizedVectorAttribute<3>, SizedMatrixAttribute<4> {}; |
|
template<> struct SizedAttribute<4, 3>: SizedVectorAttribute<4>, SizedMatrixAttribute<3> {}; |
|
#endif |
|
|
|
/* Base for attributes */ |
|
template<class> struct Attribute; |
|
|
|
/* Base for float attributes */ |
|
struct FloatAttribute { |
|
typedef Float Type; |
|
|
|
enum class DataType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, |
|
Byte = GL_BYTE, |
|
UnsignedShort = GL_UNSIGNED_SHORT, |
|
Short = GL_SHORT, |
|
UnsignedInt = GL_UNSIGNED_INT, |
|
Int = GL_INT, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
HalfFloat = GL_HALF_FLOAT, |
|
#else |
|
HalfFloat = GL_HALF_FLOAT_OES, |
|
#endif |
|
Float = GL_FLOAT |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
, |
|
Double = GL_DOUBLE |
|
#endif |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Float; |
|
|
|
enum class DataOption: UnsignedByte { |
|
Normalized = 1 << 0 |
|
}; |
|
typedef Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
|
|
static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
CORRADE_ENUMSET_OPERATORS(FloatAttribute::DataOptions) |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, FloatAttribute::DataType value); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/* Base for int attributes */ |
|
struct IntAttribute { |
|
typedef Int Type; |
|
|
|
enum class DataType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, |
|
Byte = GL_BYTE, |
|
UnsignedShort = GL_UNSIGNED_SHORT, |
|
Short = GL_SHORT, |
|
UnsignedInt = GL_UNSIGNED_INT, |
|
Int = GL_INT |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Int; |
|
|
|
enum class DataOption: UnsignedByte {}; |
|
typedef Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
|
|
static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, IntAttribute::DataType value); |
|
|
|
/* Base for unsigned int attributes */ |
|
struct UnsignedIntAttribute { |
|
typedef UnsignedInt Type; |
|
|
|
typedef IntAttribute::DataType DataType; |
|
constexpr static DataType DefaultDataType = DataType::UnsignedInt; |
|
|
|
typedef IntAttribute::DataOption DataOption; |
|
typedef Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
|
|
inline static std::size_t size(GLint components, DataType dataType) { |
|
return IntAttribute::size(components, dataType); |
|
} |
|
}; |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/* Base for double attributes */ |
|
struct DoubleAttribute { |
|
typedef Double Type; |
|
|
|
enum class DataType: GLenum { |
|
Double = GL_DOUBLE |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Double; |
|
|
|
enum class DataOption: UnsignedByte {}; |
|
typedef Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
|
|
static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, DoubleAttribute::DataType value); |
|
#endif |
|
|
|
/* Floating-point four-component vector is absolutely special case */ |
|
template<> struct Attribute<Math::Vector<4, Float>> { |
|
typedef Float Type; |
|
|
|
enum class Components: GLint { |
|
One = 1, |
|
Two = 2, |
|
Three = 3, |
|
Four = 4 |
|
#ifndef MAGNUM_TARGET_GLES |
|
, |
|
BGRA = GL_BGRA |
|
#endif |
|
}; |
|
constexpr static Components DefaultComponents = Components::Four; |
|
|
|
enum class DataType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, |
|
Byte = GL_BYTE, |
|
UnsignedShort = GL_UNSIGNED_SHORT, |
|
Short = GL_SHORT, |
|
UnsignedInt = GL_UNSIGNED_INT, |
|
Int = GL_INT, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
HalfFloat = GL_HALF_FLOAT, |
|
#else |
|
HalfFloat = GL_HALF_FLOAT_OES, |
|
#endif |
|
Float = GL_FLOAT |
|
#ifndef MAGNUM_TARGET_GLES |
|
, |
|
Double = GL_DOUBLE |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
, |
|
UnsignedInt2101010Rev = GL_UNSIGNED_INT_2_10_10_10_REV, |
|
Int2101010Rev = GL_INT_2_10_10_10_REV |
|
#endif |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Float; |
|
|
|
enum class DataOption: UnsignedByte { |
|
Normalized = 1 << 0 |
|
}; |
|
typedef Corrade::Containers::EnumSet<DataOption, UnsignedByte> DataOptions; |
|
|
|
inline constexpr static std::size_t vectorCount() { return 1; } |
|
|
|
static std::size_t MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
typedef Math::Vector<4, Float> _Vector4; |
|
CORRADE_ENUMSET_OPERATORS(Attribute<_Vector4>::DataOptions) |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute<Math::Vector<4, Float>>::Components value); |
|
Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute<Math::Vector<4, Float>>::DataType value); |
|
|
|
/* Common float, int, unsigned int and double scalar attributes */ |
|
template<> struct Attribute<Float>: FloatAttribute, SizedAttribute<1, 1> {}; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
template<> struct Attribute<Int>: IntAttribute, SizedAttribute<1, 1> {}; |
|
template<> struct Attribute<UnsignedInt>: UnsignedIntAttribute, SizedAttribute<1, 1> {}; |
|
#ifndef MAGNUM_TARGET_GLES |
|
template<> struct Attribute<Double>: DoubleAttribute, SizedAttribute<1, 1> {}; |
|
#endif |
|
#endif |
|
|
|
/* Common float, int, unsigned int and double vector attributes */ |
|
template<std::size_t size_> struct Attribute<Math::Vector<size_, Float>>: FloatAttribute, SizedAttribute<1, size_> {}; |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
template<std::size_t size_> struct Attribute<Math::Vector<size_, Int>>: IntAttribute, SizedAttribute<1, size_> {}; |
|
template<std::size_t size_> struct Attribute<Math::Vector<size_, UnsignedInt>>: UnsignedIntAttribute, SizedAttribute<1, size_> {}; |
|
#ifndef MAGNUM_TARGET_GLES |
|
template<std::size_t size_> struct Attribute<Math::Vector<size_, Double>>: DoubleAttribute, SizedAttribute<1, size_> {}; |
|
#endif |
|
#endif |
|
template<class T> struct Attribute<Math::Vector2<T>>: Attribute<Math::Vector<2, T>> {}; |
|
template<class T> struct Attribute<Math::Vector3<T>>: Attribute<Math::Vector<3, T>> {}; |
|
template<class T> struct Attribute<Math::Vector4<T>>: Attribute<Math::Vector<4, T>> {}; |
|
template<class T> struct Attribute<Color3<T>>: Attribute<Math::Vector3<T>> {}; |
|
template<class T> struct Attribute<Color4<T>>: Attribute<Math::Vector4<T>> {}; |
|
|
|
/* Common float and double rectangular matrix attributes */ |
|
template<std::size_t cols, std::size_t rows> struct Attribute<Math::RectangularMatrix<cols, rows, Float>>: FloatAttribute, SizedAttribute<cols, rows> {}; |
|
#ifndef MAGNUM_TARGET_GLES |
|
template<std::size_t cols, std::size_t rows> struct Attribute<Math::RectangularMatrix<cols, rows, Double>>: DoubleAttribute, SizedAttribute<cols, rows> {}; |
|
#endif |
|
|
|
/* Common float and double square matrix attributes */ |
|
template<std::size_t size_> struct Attribute<Math::Matrix<size_, Float>>: Attribute<Math::RectangularMatrix<size_, size_, Float>> {}; |
|
#ifndef MAGNUM_TARGET_GLES |
|
template<std::size_t size_> struct Attribute<Math::Matrix<size_, Double>>: Attribute<Math::RectangularMatrix<size_, size_, Double>> {}; |
|
#endif |
|
template<class T> struct Attribute<Math::Matrix3<T>>: Attribute<Math::Matrix<3, T>> {}; |
|
template<class T> struct Attribute<Math::Matrix4<T>>: Attribute<Math::Matrix<4, T>> {}; |
|
|
|
} |
|
#endif |
|
|
|
} |
|
|
|
#endif
|
|
|