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