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