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1532 lines
71 KiB
1532 lines
71 KiB
#ifndef Magnum_AbstractShaderProgram_h |
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#define Magnum_AbstractShaderProgram_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Class @ref Magnum::AbstractShaderProgram |
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*/ |
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#include <functional> |
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#include <string> |
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#include <Corrade/Containers/Array.h> |
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#include <Corrade/Containers/EnumSet.h> |
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#include "Magnum/AbstractObject.h" |
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#include "Magnum/Magnum.h" |
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namespace Magnum { |
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namespace Implementation { |
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template<class> struct Attribute; |
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struct ShaderProgramState; |
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} |
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/** |
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@brief Base for shader program implementations |
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@anchor AbstractShaderProgram-subclassing |
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## Subclassing workflow |
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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 definitions</strong> with location and type for |
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configuring meshes, for example: |
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@code |
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typedef Attribute<0, Vector3> Position; |
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typedef Attribute<1, Vector3> Normal; |
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typedef Attribute<2, Vector2> TextureCoordinates; |
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@endcode |
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- **Output attribute locations**, if desired, for example: |
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@code |
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enum: UnsignedInt { |
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ColorOutput = 0, |
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NormalOutput = 1 |
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}; |
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@endcode |
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- **Constructor**, which loads, compiles and attaches particular shaders and |
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links the program together, for example: |
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@code |
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MyShader() { |
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// Load shader sources |
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Shader vert(Version::GL430, Shader::Type::Vertex); |
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Shader frag(Version::GL430, Shader::Type::Fragment); |
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vert.addFile("PhongShader.vert"); |
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frag.addFile("PhongShader.vert"); |
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// Invoke parallel compilation for best performance |
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CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); |
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// Attach the shaders |
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attachShader(vert); |
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attachShader(frag); |
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// Link the program together |
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CORRADE_INTERNAL_ASSERT_OUTPUT(link()); |
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} |
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@endcode |
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- **Uniform setting functions**, which will provide public interface for |
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protected @ref setUniform() functions. For usability purposes you can |
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implement also method chaining. Example: |
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@code |
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MyShader& setProjectionMatrix(const Matrix4& matrix) { |
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setUniform(0, matrix); |
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return *this; |
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} |
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MyShader& setTransformationMatrix(const Matrix4& matrix) { |
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setUniform(1, matrix); |
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return *this; |
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} |
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MyShader& setNormalMatrix(const Matrix3x3& matrix) { |
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setUniform(2, matrix); |
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return *this; |
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} |
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@endcode |
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- <strong>%Texture setting functions</strong> in which you bind the textures |
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to particular texture units using @ref Texture::bind() "*Texture::bind()" |
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and equivalents, for example: |
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@code |
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MyShader& setDiffuseTexture(Texture2D& texture) { |
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texture.bind(0); |
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return *this; |
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} |
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MyShader& setSpecularTexture(Texture2D& texture) { |
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texture.bind(1); |
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return *this; |
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} |
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@endcode |
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@anchor AbstractShaderProgram-attribute-location |
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### Binding attribute location |
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The preferred workflow is to specify attribute location for vertex shader input |
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attributes and fragment shader output attributes explicitly in the shader code, |
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e.g.: |
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@code |
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// GLSL 3.30, or |
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#extension GL_ARB_explicit_attrib_location: enable |
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layout(location = 0) in vec4 position; |
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layout(location = 1) in vec3 normal; |
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layout(location = 2) in vec2 textureCoordinates; |
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@endcode |
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Similarly for ouput attributes, you can also specify blend equation color index |
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for them (see @ref Renderer::BlendFunction for more information about using |
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color input index): |
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@code |
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layout(location = 0, index = 0) out vec4 color; |
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layout(location = 1, index = 1) out vec3 normal; |
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@endcode |
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If you don't have the required extension, declare the attributes without |
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`layout()` qualifier and use functions @ref bindAttributeLocation() and |
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@ref bindFragmentDataLocation() / @ref bindFragmentDataLocationIndexed() between |
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attaching the shaders and linking the program. Note that additional syntax |
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changes may be needed for GLSL 1.20 and GLSL ES. |
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@code |
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in vec4 position; |
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in vec3 normal; |
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in vec2 textureCoordinates; |
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@endcode |
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@code |
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out vec4 color; |
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out vec3 normal; |
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@endcode |
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@code |
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// Shaders attached... |
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bindAttributeLocation(Position::Location, "position"); |
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bindAttributeLocation(Normal::Location, "normal"); |
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); |
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bindFragmentDataLocationIndexed(ColorOutput, 0, "color"); |
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bindFragmentDataLocationIndexed(NormalOutput, 1, "normal"); |
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// Link... |
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@endcode |
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@see @ref Mesh::maxVertexAttributes(), @ref AbstractFramebuffer::maxDrawBuffers() |
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@requires_gl30 %Extension @extension{EXT,gpu_shader4} for using |
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@ref Magnum::AbstractShaderProgram::bindFragmentDataLocation() "bindFragmentDataLocation()". |
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@requires_gl33 %Extension @extension{ARB,blend_func_extended} for using |
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@ref Magnum::AbstractShaderProgram::bindFragmentDataLocationIndexed() "bindFragmentDataLocationIndexed()". |
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@requires_gl33 %Extension @extension{ARB,explicit_attrib_location} for |
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explicit attribute location instead of using |
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@ref Magnum::AbstractShaderProgram::bindAttributeLocation() "bindAttributeLocation()", |
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@ref Magnum::AbstractShaderProgram::bindFragmentDataLocation() "bindFragmentDataLocation()" |
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or @ref Magnum::AbstractShaderProgram::bindFragmentDataLocationIndexed() "bindFragmentDataLocationIndexed()". |
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@requires_gles30 Explicit location specification of input attributes is not |
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supported in OpenGL ES 2.0, use @ref Magnum::AbstractShaderProgram::bindAttributeLocation() "bindAttributeLocation()" |
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instead. |
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@requires_gles30 Multiple fragment shader outputs are not available in OpenGL |
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ES 2.0, similar functionality is available in extension |
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@es_extension{NV,draw_buffers}. |
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@todo @es_extension{EXT,separate_shader_objects} supports explicit attrib |
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location |
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@anchor AbstractShaderProgram-uniform-location |
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### Uniform locations |
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The preferred workflow is to specify uniform locations directly in the shader |
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code, e.g.: |
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@code |
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// GLSL 4.30, or |
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#extension GL_ARB_explicit_uniform_location: enable |
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layout(location = 0) uniform mat4 projectionMatrix; |
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layout(location = 1) uniform mat4 transformationMatrix; |
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layout(location = 2) uniform mat3 normalMatrix; |
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@endcode |
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If you don't have the required extension, declare the uniforms without the |
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`layout()` qualifier, get uniform location using @ref uniformLocation() *after* |
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linking stage and then use the queried location in uniform setting functions. |
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Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES. |
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@code |
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uniform mat4 projectionMatrix; |
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uniform mat4 transformationMatrix; |
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uniform mat3 normalMatrix; |
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@endcode |
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@code |
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Int projectionMatrixUniform = uniformLocation("projectionMatrix"); |
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Int transformationMatrixUniform = uniformLocation("transformationMatrix"); |
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Int normalMatrixUniform = uniformLocation("normalMatrix"); |
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@endcode |
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@see @ref maxUniformLocations() |
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@requires_gl43 %Extension @extension{ARB,explicit_uniform_location} for |
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explicit uniform location instead of using |
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@ref Magnum::AbstractShaderProgram::uniformLocation() "uniformLocation()". |
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@requires_gl Explicit uniform location is not supported in OpenGL ES. Use |
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@ref Magnum::AbstractShaderProgram::uniformLocation() "uniformLocation()" |
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instead. |
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@anchor AbstractShaderProgram-texture-units |
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### Specifying texture binding units |
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The preferred workflow is to specify texture binding unit directly in the |
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shader code, e.g.: |
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@code |
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// GLSL 4.20, or |
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#extension GL_ARB_shading_language_420pack: enable |
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layout(binding = 0) uniform sampler2D diffuseTexture; |
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layout(binding = 1) uniform sampler2D specularTexture; |
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@endcode |
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If you don't have the required extension, declare the uniforms without the |
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`layout()` qualifier and set the texture binding unit using |
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@ref setUniform(Int, const T&) "setUniform(Int, Int)". Note that additional |
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syntax changes may be needed for GLSL 1.20 and GLSL ES 1.0. |
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@code |
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uniform sampler2D diffuseTexture; |
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uniform sampler2D specularTexture; |
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@endcode |
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@code |
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setUniform(uniformLocation("diffuseTexture"), 0); |
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setUniform(uniformLocation("specularTexture"), 1); |
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@endcode |
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@see @ref Shader::maxTextureImageUnits() |
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@requires_gl42 %Extension @extension{ARB,shading_language_420pack} for explicit |
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texture binding unit instead of using |
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@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)". |
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@requires_gl Explicit texture binding unit is not supported in OpenGL ES. Use |
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@ref Magnum::AbstractShaderProgram::setUniform(Int, const T&) "setUniform(Int, Int)" |
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instead. |
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@anchor AbstractShaderProgram-rendering-workflow |
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## Rendering workflow |
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Basic workflow with %AbstractShaderProgram subclasses is: instance shader |
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class, configure attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation" |
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for more information) and map shader outputs to framebuffer attachments if |
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needed (see @ref Framebuffer-usage "Framebuffer documentation" for more |
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information). In each draw event set all required shader parameters, bind |
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specific framebuffer (if needed) and then call @ref Mesh::draw(). Example: |
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@code |
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shader.setTransformation(transformation) |
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.setProjection(projection) |
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.setDiffuseTexture(diffuseTexture) |
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.setSpecularTexture(specularTexture); |
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mesh.draw(shader); |
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@endcode |
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@anchor AbstractShaderProgram-types |
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## Mapping between GLSL and %Magnum types |
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See @ref types for more information, only types with GLSL equivalent can be used |
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(and their super- or subclasses with the same size and underlying type). See |
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also @ref Attribute::DataType enum for additional type options. |
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@requires_gl30 %Extension @extension{EXT,gpu_shader4} is required when using |
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integer attributes (i.e. @ref Magnum::UnsignedInt "UnsignedInt", |
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@ref Magnum::Int "Int", @ref Magnum::Vector2ui "Vector2ui", |
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@ref Magnum::Vector2i "Vector2i", @ref Magnum::Vector3ui "Vector3ui", |
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@ref Magnum::Vector3i "Vector3i", @ref Magnum::Vector4ui "Vector4ui" and |
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@ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e. |
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@ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui", |
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@ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui"). |
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@requires_gl40 %Extension @extension{ARB,gpu_shader_fp64} is required when |
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using double uniforms (i.e. @ref Magnum::Double "Double", |
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@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
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@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", |
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@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", |
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@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
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@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
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@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
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@requires_gl41 %Extension @extension{ARB,vertex_attrib_64bit} is required when |
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using double attributes (i.e. @ref Magnum::Double "Double", |
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@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
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@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", |
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@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", |
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@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
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@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
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@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
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@requires_gles30 Integer attributes, unsigned integer uniforms and non-square |
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matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3", |
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@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4", |
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@ref Magnum::Matrix4x2d "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and |
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@ref Magnum::Matrix4x3 "Matrix4x3") are not available in OpenGL ES 2.0. |
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@requires_gl Double attributes and uniforms are not available in OpenGL ES. |
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@anchor AbstractShaderProgram-performance-optimization |
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## Performance optimizations |
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%Shader limits (such as @ref maxVertexAttributes()) are cached, so repeated |
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queries don't result in repeated @fn_gl{Get} calls. |
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If extension @extension{ARB,separate_shader_objects} (part of OpenGL 4.1), |
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@extension{EXT,direct_state_access} or @es_extension{EXT,separate_shader_objects} |
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on OpenGL ES is available, uniform setting functions use DSA functions to avoid |
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unnecessary calls to @fn_gl{UseProgram}. See @ref setUniform() documentation |
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for more information. |
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To achieve least state changes, set all uniforms in one run -- method chaining |
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comes in handy. |
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@see @ref portability-shaders |
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@todo Use Containers::ArrayReference for setting uniform arrays? |
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@todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@extension{ARB,ES2_compatibility}) |
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*/ |
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class MAGNUM_EXPORT AbstractShaderProgram: public AbstractObject { |
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friend class Mesh; |
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friend class MeshView; |
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friend struct Implementation::ShaderProgramState; |
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public: |
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template<UnsignedInt, class> class Attribute; |
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/** |
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* @brief Max supported vertex attribute count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. |
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* @see @ref Mesh::maxVertexAttributes(), |
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* @ref AbstractShaderProgram::Attribute, @fn_gl{Get} with |
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* @def_gl{MAX_VERTEX_ATTRIBS} |
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*/ |
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static Int maxVertexAttributes(); |
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Max supported atomic counter buffer size |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,shader_atomic_counters} is |
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* not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_ATOMIC_COUNTER_BUFFER_SIZE} |
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* @requires_gl Atomic counters are not available in OpenGL ES. |
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*/ |
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static Int maxAtomicCounterBufferSize(); |
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/** |
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* @brief Max supported compute shared memory size |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,compute_shader} is not |
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* available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_COMPUTE_SHARED_MEMORY_SIZE} |
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* @requires_gl Compute shaders are not available in OpenGL ES. |
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*/ |
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static Int maxComputeSharedMemorySize(); |
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/** |
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* @brief Max supported compute work group invocation count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,compute_shader} is not |
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* available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_COMPUTE_WORK_GROUP_INVOCATIONS} |
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* @requires_gl Compute shaders are not available in OpenGL ES. |
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*/ |
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static Int maxComputeWorkGroupInvocations(); |
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/** @todo MAX_COMPUTE_WORK_GROUP_COUNT, MAX_COMPUTE_WORK_GROUP_SIZE */ |
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/** |
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* @brief Max supported image unit count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,shader_image_load_store} |
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* is not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_IMAGE_UNITS} |
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* @requires_gl %Image load/store is not available in OpenGL ES. |
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*/ |
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static Int maxImageUnits(); |
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/** |
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* @brief Max supported image sample count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,shader_image_load_store} |
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* is not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_IMAGE_SAMPLES} |
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* @requires_gl %Image load/store is not available in OpenGL ES. |
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*/ |
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static Int maxImageSamples(); |
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/** |
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* @brief Max supported combined shader output resource count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @extension{ARB,shader_image_load_store} |
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* nor @extension{ARB,shader_storage_buffer_object} extension is |
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* available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_COMBINED_SHADER_OUTPUT_RESOURCES} |
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* @requires_gl %Image load/store is not available in OpenGL ES. |
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*/ |
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static Int maxCombinedShaderOutputResources(); |
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/** |
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* @brief Max supported shader storage block size |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,shader_storage_buffer_object} |
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* is not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_SHADER_STORAGE_BLOCK_SIZE} |
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* @requires_gl %Shader storage is not available in OpenGL ES. |
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*/ |
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static Long maxShaderStorageBlockSize(); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Max supported uniform block size |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,uniform_buffer_object} |
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* is not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_UNIFORM_BLOCK_SIZE} |
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* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. |
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*/ |
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static Int maxUniformBlockSize(); |
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#endif |
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|
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#ifndef MAGNUM_TARGET_GLES |
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/** |
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* @brief Max supported explicit uniform location count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{ARB,explicit_uniform_location} |
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* is not available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_UNIFORM_LOCATIONS} |
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* @requires_gl Explicit uniform location is not supported in OpenGL ES. |
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*/ |
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static Int maxUniformLocations(); |
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#endif |
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|
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Min supported program texel offset |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{EXT,gpu_shader4} is not |
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* available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MIN_PROGRAM_TEXEL_OFFSET} |
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* @requires_gles30 %Texture lookup with offset is not available in |
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* OpenGL ES 2.0. |
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*/ |
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static Int minTexelOffset(); |
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|
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/** |
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* @brief Max supported program texel offset |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If extension @extension{EXT,gpu_shader4} is not |
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* available, returns `0`. |
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* @see @fn_gl{Get} with @def_gl{MAX_PROGRAM_TEXEL_OFFSET} |
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* @requires_gles30 %Texture lookup with offset is not available in |
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* OpenGL ES 2.0. |
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*/ |
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static Int maxTexelOffset(); |
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#endif |
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|
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/** |
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* @brief Constructor |
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* |
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* Creates one OpenGL shader program. |
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* @see @fn_gl{CreateProgram} |
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*/ |
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explicit AbstractShaderProgram(); |
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|
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/** @brief Copying is not allowed */ |
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AbstractShaderProgram(const AbstractShaderProgram&) = delete; |
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|
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/** @brief Move constructor */ |
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AbstractShaderProgram(AbstractShaderProgram&& other) noexcept; |
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|
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/** |
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* @brief Destructor |
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* |
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* Deletes associated OpenGL shader program. |
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* @see @fn_gl{DeleteProgram} |
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*/ |
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virtual ~AbstractShaderProgram() = 0; |
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|
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/** @brief Copying is not allowed */ |
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AbstractShaderProgram& operator=(const AbstractShaderProgram&) = delete; |
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|
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/** @brief Move assignment */ |
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AbstractShaderProgram& operator=(AbstractShaderProgram&& other) noexcept; |
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|
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/** @brief OpenGL program ID */ |
|
GLuint id() const { return _id; } |
|
|
|
/** |
|
* @brief %Shader program label |
|
* |
|
* The result is *not* cached, repeated queries will result in repeated |
|
* OpenGL calls. If OpenGL 4.3 is not supported and neither |
|
* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES |
|
* extension is available, this function returns empty string. |
|
* @see @fn_gl{GetObjectLabel} with @def_gl{PROGRAM} or |
|
* @fn_gl_extension2{GetObjectLabel,EXT,debug_label} with |
|
* @def_gl{PROGRAM_OBJECT_EXT} |
|
*/ |
|
std::string label() const; |
|
|
|
/** |
|
* @brief Set shader program label |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is empty string. If OpenGL 4.3 is not supported and neither |
|
* @extension{KHR,debug} nor @extension2{EXT,debug_label} desktop or ES |
|
* extension is available, this function does nothing. |
|
* @see @ref maxLabelLength(), @fn_gl{ObjectLabel} with |
|
* @def_gl{PROGRAM} or @fn_gl_extension2{LabelObject,EXT,debug_label} |
|
* with @def_gl{PROGRAM_OBJECT_EXT} |
|
*/ |
|
AbstractShaderProgram& setLabel(const std::string& label) { |
|
return setLabelInternal({label.data(), label.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> AbstractShaderProgram& setLabel(const char (&label)[size]) { |
|
return setLabelInternal(label); |
|
} |
|
|
|
/** |
|
* @brief Validate program |
|
* |
|
* Returns validation status and optional validation message. |
|
* @see @fn_gl{ValidateProgram}, @fn_gl{GetProgram} with |
|
* @def_gl{VALIDATE_STATUS}, @def_gl{INFO_LOG_LENGTH}, |
|
* @fn_gl{GetProgramInfoLog} |
|
*/ |
|
std::pair<bool, std::string> validate(); |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* @brief Use shader for rendering |
|
* @deprecated Use @ref Magnum::Mesh::draw(AbstractShaderProgram&) "Mesh::draw(AbstractShaderProgram&)" instead. |
|
*/ |
|
void use(); |
|
#endif |
|
|
|
protected: |
|
/** |
|
* @brief Link the shader |
|
* |
|
* Returns `false` if linking of any shader failed, `true` if |
|
* everything succeeded. Linker message (if any) is printed to error |
|
* output. All attached shaders must be compiled with |
|
* @ref Shader::compile() before linking. The operation is batched in a |
|
* way that allows the driver to link multiple shaders simultaneously |
|
* (i.e. in multiple threads). |
|
* @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with |
|
* @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH}, |
|
* @fn_gl{GetProgramInfoLog} |
|
*/ |
|
static bool link(std::initializer_list<std::reference_wrapper<AbstractShaderProgram>> shaders); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Allow retrieving program binary |
|
* |
|
* Initially disabled. |
|
* @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. |
|
*/ |
|
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. |
|
* @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} |
|
*/ |
|
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 Attach shader |
|
* |
|
* @see @fn_gl{AttachShader} |
|
*/ |
|
void attachShader(Shader& shader); |
|
|
|
/** |
|
* @brief Attach shaders |
|
* |
|
* Convenience overload to the above, allowing the user to specify more |
|
* than one shader at once. Other than that there is no other |
|
* (performance) difference when using this function. |
|
*/ |
|
void attachShaders(std::initializer_list<std::reference_wrapper<Shader>> shaders); |
|
|
|
/** |
|
* @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. |
|
* @see @fn_gl{BindAttribLocation} |
|
* @deprecated_gl 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. |
|
*/ |
|
void bindAttributeLocation(UnsignedInt location, const std::string& name) { |
|
bindAttributeLocationInternal(location, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindAttributeLocation(UnsignedInt location, const char(&name)[size]) { |
|
bindAttributeLocationInternal(location, name); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Bind fragment data to given location and color input index |
|
* @param location Location |
|
* @param index Blend equation color input index (`0` or `1`) |
|
* @param name Fragment output variable name |
|
* |
|
* Binds fragment data to location which is used later for framebuffer |
|
* operations. See also @ref Renderer::BlendFunction for more |
|
* information about using color input index. |
|
* @see @fn_gl{BindFragDataLocationIndexed} |
|
* @deprecated_gl 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. |
|
* @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) { |
|
bindFragmentDataLocationIndexedInternal(location, index, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const char(&name)[size]) { |
|
bindFragmentDataLocationIndexedInternal(location, index, 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 @ref 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 |
|
* and `gl_FragData[n]` provided by @es_extension2{NV,draw_buffers,GL_NV_draw_buffers} |
|
* in OpenGL ES 2.0. |
|
*/ |
|
void bindFragmentDataLocation(UnsignedInt location, const std::string& name) { |
|
bindFragmentDataLocationInternal(location, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindFragmentDataLocation(UnsignedInt location, const char(&name)[size]) { |
|
/* Not using const char* parameter, because this way it avoids most accidents with non-zero-terminated strings */ |
|
bindFragmentDataLocationInternal(location, name); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Link the shader |
|
* |
|
* Links single shader. If possible, prefer to link multiple shaders |
|
* at once using @ref link(std::initializer_list<std::reference_wrapper<AbstractShaderProgram>>) |
|
* for improved performance, see its documentation for more |
|
* information. |
|
*/ |
|
bool link() { return link({*this}); } |
|
|
|
/** |
|
* @brief Get uniform location |
|
* @param name Uniform name |
|
* |
|
* @see @fn_gl{GetUniformLocation} |
|
* @deprecated_gl 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. |
|
*/ |
|
Int uniformLocation(const std::string& name) { |
|
return uniformLocationInternal({name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> Int uniformLocation(const char(&name)[size]) { |
|
return uniformLocationInternal(name); |
|
} |
|
|
|
/** |
|
* @brief Set uniform value |
|
* @param location Uniform location |
|
* @param value Value |
|
* |
|
* Convenience alternative for setting one value, see |
|
* @ref setUniform(Int, UnsignedInt, const Float*) for more |
|
* information. |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
template<class T> inline void setUniform(Int location, const T& value); |
|
#else |
|
void setUniform(Int location, Float value) { |
|
setUniform(location, 1, &value); |
|
} |
|
void setUniform(Int location, Int value) { |
|
setUniform(location, 1, &value); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void setUniform(Int location, UnsignedInt value) { |
|
setUniform(location, 1, &value); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void setUniform(Int location, Double value) { |
|
setUniform(location, 1, &value); |
|
} |
|
#endif |
|
template<std::size_t size, class T> void setUniform(Int location, const Math::Vector<size, T>& value) { |
|
setUniform(location, 1, &value); |
|
} |
|
template<std::size_t cols, std::size_t rows, class T> void setUniform(Int location, const Math::RectangularMatrix<cols, rows, T>& value) { |
|
setUniform(location, 1, &value); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set uniform values |
|
* @param location Uniform location |
|
* @param count Value count |
|
* @param values Values |
|
* |
|
* If neither @extension{ARB,separate_shader_objects} (part of OpenGL |
|
* 4.1) nor @extension{EXT,direct_state_access} nor |
|
* @es_extension{EXT,separate_shader_objects} (on OpenGL ES) is |
|
* available, the shader is marked for use before the operation. |
|
* @see @ref setUniform(Int, const T&), @fn_gl{UseProgram}, @fn_gl{Uniform} |
|
* or @fn_gl{ProgramUniform}/@fn_gl_extension{ProgramUniform,EXT,direct_state_access}. |
|
*/ |
|
void setUniform(Int location, UnsignedInt count, const Float* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Float>* values); /**< @overload */ |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
void setUniform(Int location, UnsignedInt count, const Int* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Int>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Int>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Int>* values); /**< @overload */ |
|
|
|
#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. |
|
*/ |
|
void setUniform(Int location, UnsignedInt count, const UnsignedInt* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<2, UnsignedInt>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<3, UnsignedInt>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<4, UnsignedInt>* values); /**< @overload */ |
|
#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. |
|
*/ |
|
void setUniform(Int location, UnsignedInt count, const Double* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<2, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<3, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::Vector<4, Double>* values); /**< @overload */ |
|
#endif |
|
|
|
/** @copydoc setUniform(Int, UnsignedInt, const Float*) */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Float>* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Float>* values); /**< @overload */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(Int, UnsignedInt, const Float*) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
*/ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Float>* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Float>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Float>* values); /**< @overload */ |
|
#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. |
|
*/ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 2, Double>* values); |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 3, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 4, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 3, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 2, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<2, 4, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 2, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<3, 4, Double>* values); /**< @overload */ |
|
void setUniform(Int location, UnsignedInt count, const Math::RectangularMatrix<4, 3, Double>* values); /**< @overload */ |
|
#endif |
|
|
|
private: |
|
AbstractShaderProgram& setLabelInternal(Containers::ArrayReference<const char> label); |
|
void bindAttributeLocationInternal(UnsignedInt location, Containers::ArrayReference<const char> name); |
|
void bindFragmentDataLocationIndexedInternal(UnsignedInt location, UnsignedInt index, Containers::ArrayReference<const char> name); |
|
void bindFragmentDataLocationInternal(UnsignedInt location, Containers::ArrayReference<const char> name); |
|
Int uniformLocationInternal(Containers::ArrayReference<const char> name); |
|
|
|
#ifndef MAGNUM_BUILD_DEPRECATED |
|
void use(); |
|
#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); |
|
#endif |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLfloat* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLint* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLuint* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLdouble* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
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 |
|
|
|
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); |
|
#endif |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); |
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
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 |
|
|
|
GLuint _id; |
|
}; |
|
|
|
/** |
|
@brief Base struct for attribute location and type |
|
|
|
Template parameter @p location is vertex attribute location, number between `0` |
|
and @ref maxVertexAttributes(). 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::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::Normalized. |
|
|
|
Only some types are allowed as attribute types, see @ref AbstractShaderProgram-types |
|
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 AbstractShaderProgram::Attribute { |
|
public: |
|
enum: UnsignedInt { |
|
Location = location, /**< Location to which the attribute is bound */ |
|
|
|
/** |
|
* Count of vectors in this type |
|
* |
|
* @see @ref vectorSize() |
|
*/ |
|
VectorCount = Implementation::Attribute<T>::VectorCount |
|
}; |
|
|
|
/** |
|
* @brief Type |
|
* |
|
* Type used in shader code. |
|
* @see @ref ScalarType, @ref DataType |
|
*/ |
|
typedef T Type; |
|
|
|
/** |
|
* @brief Scalar type |
|
* |
|
* The underlying scalar type of the attribute. |
|
* @see @ref Type, @ref DataType |
|
*/ |
|
typedef typename Implementation::Attribute<T>::ScalarType ScalarType; |
|
|
|
/** |
|
* @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. Must be used along with @ref DataType::UnsignedByte |
|
* and @ref DataOption::Normalized. |
|
* @requires_gl32 %Extension @extension{ARB,vertex_array_bgra} |
|
* @requires_gl Only RGBA component ordering is supported in OpenGL |
|
* ES. |
|
*/ |
|
BGRA = GL_BGRA |
|
#endif |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::Components Components; |
|
#endif |
|
|
|
/** |
|
* @brief Data type |
|
* |
|
* Type of data passed to shader. |
|
* @see @ref Type, @ref DataOptions, @ref 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} |
|
* in OpenGL ES 2.0 |
|
*/ |
|
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, |
|
|
|
/** |
|
* Unsigned 10.11.11 packed float. Only for three-component float |
|
* vector attribute type. |
|
* @requires_gl44 %Extension @extension{ARB,vertex_type_10f_11f_11f_rev} |
|
* @requires_gl Packed float attributes are not available in OpenGL |
|
* ES. |
|
*/ |
|
UnsignedInt10f11f11fRev = GL_UNSIGNED_INT_10F_11F_11F_REV, |
|
#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 Packed attributes are not available in OpenGL |
|
* ES 2.0 |
|
*/ |
|
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 Packed attributes are not available in OpenGL |
|
* ES 2.0 |
|
*/ |
|
Int2101010Rev = GL_INT_2_10_10_10_REV |
|
#endif |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::DataType DataType; |
|
#endif |
|
|
|
/** |
|
* @brief Data option |
|
* @see @ref DataOptions, @ref Attribute() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
enum class DataOption: UnsignedByte { |
|
/** |
|
* Normalize integer components. Only for float attribute types. |
|
* Default is to not normalize. |
|
*/ |
|
Normalized = 1 << 0 |
|
}; |
|
#else |
|
typedef typename Implementation::Attribute<T>::DataOption DataOption; |
|
#endif |
|
|
|
/** |
|
* @brief Data options |
|
* @see @ref Attribute() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
typedef typename Containers::EnumSet<DataOption> 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. @ref DataType::Int for @ref Vector4i). |
|
* @param dataOptions Data options. Default is no options. |
|
*/ |
|
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. @ref DataType::Int for @ref 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::Three for @ref Vector3). |
|
*/ |
|
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 */ |
|
constexpr Components components() const { return _components; } |
|
|
|
/** @brief Type of passed data */ |
|
constexpr DataType dataType() const { return _dataType; } |
|
|
|
/** |
|
* @brief Size of each vector in passed data |
|
* |
|
* @see @ref VectorCount |
|
*/ |
|
UnsignedInt vectorSize() const { |
|
return Implementation::Attribute<T>::size(GLint(_components), _dataType); |
|
} |
|
|
|
/** @brief Data options */ |
|
constexpr DataOptions dataOptions() const { return _dataOptions; } |
|
|
|
private: |
|
Components _components; |
|
DataType _dataType; |
|
DataOptions _dataOptions; |
|
}; |
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
/** @debugoperatorclassenum{Magnum::AbstractShaderProgram::Attribute,Magnum::AbstractShaderProgram::Attribute::Components} */ |
|
template<class T> Debug operator<<(Debug debug, AbstractShaderProgram::Attribute<T>::Components); |
|
|
|
/** @debugoperatorclassenum{Magnum::AbstractShaderProgram::Attribute,Magnum::AbstractShaderProgram::Attribute::DataType} */ |
|
template<class T> Debug operator<<(Debug debug, AbstractShaderProgram::Attribute<T>::DataType); |
|
#endif |
|
|
|
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 { |
|
enum: UnsignedInt { VectorCount = UnsignedInt(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 ScalarType; |
|
|
|
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 Containers::EnumSet<DataOption> DataOptions; |
|
|
|
static UnsignedInt 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 ScalarType; |
|
|
|
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 Containers::EnumSet<DataOption> DataOptions; |
|
|
|
static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
CORRADE_ENUMSET_OPERATORS(IntAttribute::DataOptions) |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, IntAttribute::DataType value); |
|
|
|
/* Base for unsigned int attributes */ |
|
struct UnsignedIntAttribute { |
|
typedef UnsignedInt ScalarType; |
|
|
|
typedef IntAttribute::DataType DataType; |
|
constexpr static DataType DefaultDataType = DataType::UnsignedInt; |
|
|
|
typedef IntAttribute::DataOption DataOption; |
|
typedef IntAttribute::DataOptions DataOptions; |
|
|
|
static UnsignedInt size(GLint components, DataType dataType) { |
|
return IntAttribute::size(components, dataType); |
|
} |
|
}; |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/* Base for double attributes */ |
|
struct DoubleAttribute { |
|
typedef Double ScalarType; |
|
|
|
enum class DataType: GLenum { |
|
Double = GL_DOUBLE |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Double; |
|
|
|
typedef IntAttribute::DataOption DataOption; |
|
typedef IntAttribute::DataOptions DataOptions; |
|
|
|
static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); |
|
}; |
|
|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, DoubleAttribute::DataType value); |
|
#endif |
|
|
|
/* Floating-point three-component vector has additional data type compared to |
|
classic floats */ |
|
template<> struct Attribute<Math::Vector<3, Float>>: SizedAttribute<1, 3> { |
|
typedef Float ScalarType; |
|
|
|
enum class DataType: GLenum { |
|
UnsignedByte = GL_UNSIGNED_BYTE, |
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Byte = GL_BYTE, |
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UnsignedShort = GL_UNSIGNED_SHORT, |
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Short = GL_SHORT, |
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UnsignedInt = GL_UNSIGNED_INT, |
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Int = GL_INT, |
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#ifndef MAGNUM_TARGET_GLES2 |
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HalfFloat = GL_HALF_FLOAT, |
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#else |
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HalfFloat = GL_HALF_FLOAT_OES, |
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#endif |
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Float = GL_FLOAT |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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Double = GL_DOUBLE, |
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UnsignedInt10f11f11fRev = GL_UNSIGNED_INT_10F_11F_11F_REV |
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#endif |
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}; |
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constexpr static DataType DefaultDataType = DataType::Float; |
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typedef FloatAttribute::DataOption DataOption; |
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typedef FloatAttribute::DataOptions DataOptions; |
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static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); |
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}; |
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Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute<Math::Vector<3, Float>>::DataType value); |
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|
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/* Floating-point four-component vector is absolutely special case */ |
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template<> struct Attribute<Math::Vector<4, Float>> { |
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typedef Float ScalarType; |
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|
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enum class Components: GLint { |
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One = 1, |
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Two = 2, |
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Three = 3, |
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Four = 4 |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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BGRA = GL_BGRA |
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#endif |
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}; |
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constexpr static Components DefaultComponents = Components::Four; |
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|
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enum class DataType: GLenum { |
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UnsignedByte = GL_UNSIGNED_BYTE, |
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Byte = GL_BYTE, |
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UnsignedShort = GL_UNSIGNED_SHORT, |
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Short = GL_SHORT, |
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UnsignedInt = GL_UNSIGNED_INT, |
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Int = GL_INT, |
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#ifndef MAGNUM_TARGET_GLES2 |
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HalfFloat = GL_HALF_FLOAT, |
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#else |
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HalfFloat = GL_HALF_FLOAT_OES, |
|
#endif |
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Float = GL_FLOAT |
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#ifndef MAGNUM_TARGET_GLES |
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, |
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Double = GL_DOUBLE |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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, |
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UnsignedInt2101010Rev = GL_UNSIGNED_INT_2_10_10_10_REV, |
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Int2101010Rev = GL_INT_2_10_10_10_REV |
|
#endif |
|
}; |
|
constexpr static DataType DefaultDataType = DataType::Float; |
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|
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typedef FloatAttribute::DataOption DataOption; |
|
typedef FloatAttribute::DataOptions DataOptions; |
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|
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enum: UnsignedInt { VectorCount = 1 }; |
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|
|
static UnsignedInt MAGNUM_EXPORT size(GLint components, DataType dataType); |
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}; |
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|
|
Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute<Math::Vector<4, Float>>::Components value); |
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Debug MAGNUM_EXPORT operator<<(Debug debug, Attribute<Math::Vector<4, Float>>::DataType value); |
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|
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/* Common float, int, unsigned int and double scalar attributes */ |
|
template<> struct Attribute<Float>: FloatAttribute, SizedAttribute<1, 1> {}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<> struct Attribute<Int>: IntAttribute, SizedAttribute<1, 1> {}; |
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template<> struct Attribute<UnsignedInt>: UnsignedIntAttribute, SizedAttribute<1, 1> {}; |
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#ifndef MAGNUM_TARGET_GLES |
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template<> struct Attribute<Double>: DoubleAttribute, SizedAttribute<1, 1> {}; |
|
#endif |
|
#endif |
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|
|
/* 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_> {}; |
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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<BasicColor3<T>>: Attribute<Math::Vector3<T>> {}; |
|
template<class T> struct Attribute<BasicColor4<T>>: Attribute<Math::Vector4<T>> {}; |
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|
|
/* 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 |
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|
|
/* 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
|
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