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#ifndef Magnum_AbstractShaderProgram_h
#define Magnum_AbstractShaderProgram_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::AbstractShaderProgram
*/
#include <map>
#include "Shader.h"
namespace Magnum {
/**
@brief Base class for shaders
@section AbstractShaderProgram-subclassing Subclassing workflow
This class is designed to be used via subclassing. Subclasses define these
functions and properties:
- <strong>%Attribute location</strong> typedefs defining locations and types
for attribute binding with Mesh::bindAttribute(), for example:
@code
typedef Attribute<0, Vector4> Vertex;
typedef Attribute<1, Vector3> Normal;
typedef Attribute<2, Vector2> TextureCoords;
@endcode
@todoc Output attribute location (for bindFragmentDataLocationIndexed(),
referenced also from Framebuffer::mapDefaultForDraw() / Framebuffer::mapForDraw())
- **Layers for texture uniforms** to which the textures will be bound before
rendering, for example:
@code
static const GLint DiffuseTextureLayer = 0;
static const GLint SpecularTextureLayer = 1;
@endcode
- **Constructor**, which attaches particular shaders, links the program and
gets uniform locations, for example:
@code
MyShader() {
// Load shaders from file and attach them to the program
attachShader(Shader::fromFile(Shader::Vertex, "PhongShader.vert"));
attachShader(Shader::fromFile(Shader::Fragment, "PhongShader.frag"));
// Link
link();
// Get locations of uniforms
transformationMatrixUniform = uniformLocation("transformationMatrix");
projectionMatrixUniform = uniformLocation("projectionMatrix");
// more uniforms like light location, colors etc.
}
@endcode
- **Uniform setting functions**, which will provide public interface for
protected setUniform() functions. Example:
@code
void setTransformationMatrixUniform(const Matrix4& matrix) {
setUniform(transformationMatrixUniform, matrix);
}
void setProjectionMatrixUniform(const Matrix4& matrix) {
setUniform(projectionMatrixUniform, matrix);
}
@endcode
@subsection AbstractShaderProgram-attribute-location Binding attribute location
The preferred workflow is to specify attribute location for vertex shader
input attributes and fragment shader output attributes explicitly in the
shader code, e.g.:
@code
#version 330
// or #extension GL_ARB_explicit_attrib_location: enable
layout(location = 0) in vec4 vertex;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 textureCoords;
@endcode
Similarly for ouput attributes, you can also specify blend equation color
index for them (see Framebuffer::BlendFunction for more information about
using color input index):
@code
layout(location = 0, index = 0) out vec4 color;
layout(location = 1, index = 1) out vec4 ambient;
@endcode
@requires_gl (for explicit input attribute location instead of using
bindAttributeLocation())
@requires_gl (for explicit output attribute location or using
bindFragmentDataLocation() / bindFragmentDataLocationIndexed())
@requires_gl30 Extension @extension{EXT,gpu_shader4} (for using
bindFragmentDataLocation())
@requires_gl33 Extension @extension{ARB,blend_func_extended} (for using
bindFragmentDataLocationIndexed())
@requires_gl33 Extension @extension{ARB,explicit_attrib_location} (for
explicit attribute location instead of using bindAttributeLocation())
If you don't have the required extension, you can use functions bindAttributeLocation()
and bindFragmentDataLocation() / bindFragmentDataLocationIndexed() between
attaching the shaders and linking the program:
@code
// Shaders attached...
bindAttributeLocation(Vertex::Location, "vertex");
bindAttributeLocation(Normal::Location, "normal");
bindAttributeLocation(TextureCoords::Location, "textureCoords");
bindFragmentDataLocationIndexed(0, 0, "color");
bindFragmentDataLocationIndexed(1, 1, "ambient");
// Link...
@endcode
@subsection AbstractShaderProgram-texture-layer Binding texture layer uniforms
The preferred workflow is to specify texture layers directly in the shader
code, e.g.:
@code
#version 420
// or #extension GL_ARB_shading_language_420pack: enable
layout(binding = 0) uniform sampler2D diffuseTexture;
layout(binding = 1) uniform sampler2D specularTexture;
@endcode
@requires_gl (for explicit texture layer binding instead of using
setUniform(GLint, GLint))
@requires_gl42 Extension @extension{ARB,shading_language_420pack} (for explicit
texture layer binding instead of using setUniform(GLint, GLint))
If you don't have the required extension (or if you want to change the layer
later), you can set the texture layer uniform using setUniform(GLint, GLint):
@code
use();
setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer);
setUniform(uniformLocation("specularTexture"), SpecularTextureLayer);
@endcode
@section AbstractShaderProgram-rendering-workflow Rendering workflow
Basic workflow with %AbstractShaderProgram subclasses is: instancing the class
(once at the beginning), then in Object::draw() reimplementation calling
use(), setting uniforms, binding required textures to their respective layers
using AbstractTexture::bind(GLint) and calling Mesh::draw(). For example:
@code
void draw(const Magnum::Matrix4& transformationMatrix, Magnum::Camera* camera) {
shader.use();
shader.setTransformationMatrixUniform(transformationMatrix);
shader.setProjectionMatrixUniform(camera->projectionMatrix());
diffuseTexture.bind(MyShader::DiffuseTextureLayer);
specularTexture.bind(MyShader::SpecularTextureLayer);
mesh.draw();
}
@endcode
@todo Uniform arrays support
@todo DSA for uniforms - glProgramUniform*() (OpenGL 4.1, @extension{ARB,separate_shader_objects})
*/
class MAGNUM_EXPORT AbstractShaderProgram {
AbstractShaderProgram(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram(AbstractShaderProgram&& other) = delete;
AbstractShaderProgram& operator=(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram& operator=(AbstractShaderProgram&& other) = delete;
public:
/**
* @brief Base struct for attribute location and type
*
* See AbstractShaderProgram documentation or Mesh::bindAttribute()
* for an example.
*
* @todo Support for BGRA attribute type (OpenGL 3.2, @extension{ARB,vertex_array_bgra})
*/
template<size_t i, class T> struct Attribute {
static const size_t Location = i; /**< Location to which the attribute is bound */
typedef T Type; /**< %Attribute type */
};
/**
* @brief Constructor
*
* Creates one OpenGL shader program.
*/
inline AbstractShaderProgram(): state(Initialized) {
program = glCreateProgram();
}
/**
* @brief Destructor
*
* Deletes associated OpenGL shader program.
*/
virtual ~AbstractShaderProgram() = 0;
/**
* @brief Use shader
* @return False if the program wasn't successfully linked, true
* otherwise.
*/
bool use();
protected:
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Allow retrieving program binary
*
* Disabled by default.
* @requires_gl
* @requires_gl41 Extension @extension{ARB,get_program_binary}
* @note This function should be called after attachShader() calls and
* before link().
*/
inline void setRetrievableBinary(bool enabled) {
glProgramParameteri(program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE);
}
/**
* @brief Allow the program to be bound to individual pipeline stages
*
* Disabled by default.
* @requires_gl
* @requires_gl41 Extension @extension{ARB,separate_shader_objects}
* @note This function should be called after attachShader() calls and
* before link().
*/
inline void setSeparable(bool enabled) {
glProgramParameteri(program, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE);
}
#endif
/**
* @brief Load shader
* @return False if the shader wasn't successfully compiled, true
* otherwise.
*
* Compiles the shader, if it is not already, and prepares it for
* linking.
*/
bool attachShader(Shader& shader);
/** @copydoc attachShader(Shader&) */
inline bool attachShader(Shader&& shader) {
return attachShader(shader);
}
/**
* @brief Bind attribute to given location
* @param location Location
* @param name Attribute name
*
* Binds attribute to location which is used later for binding vertex
* buffers.
* @note This function should be called after attachShader() calls and
* before link().
* @deprecated Preferred usage is to specify attribute location
* explicitly in the shader instead of using this function. See
* @ref AbstractShaderProgram-attribute-location "class documentation"
* for more information.
*/
void bindAttributeLocation(GLuint location, const std::string& name);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Bind fragment data to given location and color input index
* @param location Location
* @param name Fragment output variable name
* @param index Blend equation color input index (`0` or `1`)
*
* Binds fragment data to location which is used later for framebuffer
* operations. See also Framebuffer::BlendFunction for more
* information about using color input index.
* @requires_gl
* @requires_gl33 Extension @extension{ARB,blend_func_extended}
* @note This function should be called after attachShader() calls and
* before link().
* @deprecated Preferred usage is to specify attribute location
* explicitly in the shader instead of using this function. See
* @ref AbstractShaderProgram-attribute-location "class documentation"
* for more information.
*/
void bindFragmentDataLocationIndexed(GLuint location, GLuint index, const std::string& name);
/**
* @brief Bind fragment data to given location and first color input index
* @param location Location
* @param name Fragment output variable name
*
* The same as bindFragmentDataLocationIndexed(), but with `index` set
* to `0`.
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
void bindFragmentDataLocation(GLuint location, const std::string& name);
#endif
/**
* @brief Link the shader
*
* Binds previously specified attributes to given indexes and links the
* shader program together.
*/
void link();
/**
* @brief Get uniform location
* @param name Uniform name
*
* @note This function should be called after link().
*/
GLint uniformLocation(const std::string& name);
/**
* @brief Set uniform value
* @param location Uniform location (see uniformLocation())
* @param value Value
*
* @attention This function doesn't check whether this shader is in use!
*/
inline void setUniform(GLint location, GLfloat value) {
glUniform1f(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Vector2& value) {
glUniform2fv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Vector3& value) {
glUniform3fv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Vector4& value) {
glUniform4fv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, GLint value) {
glUniform1i(location, value);
}
/** @copydoc setUniform(GLint, GLint) */
inline void setUniform(GLint location, const Math::Vector2<GLint>& value) {
glUniform2iv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
inline void setUniform(GLint location, const Math::Vector3<GLint>& value) {
glUniform3iv(location, 1, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
inline void setUniform(GLint location, const Math::Vector4<GLint>& value) {
glUniform4iv(location, 1, value.data());
}
#ifndef MAGNUM_TARGET_GLES
/**
* @copydoc setUniform(GLint, GLint)
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
inline void setUniform(GLint location, GLuint value) {
glUniform1ui(location, value);
}
/**
* @copydoc setUniform(GLint, GLint)
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
inline void setUniform(GLint location, const Math::Vector2<GLuint>& value) {
glUniform2uiv(location, 1, value.data());
}
/**
* @copydoc setUniform(GLint, GLint)
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
inline void setUniform(GLint location, const Math::Vector3<GLuint>& value) {
glUniform3uiv(location, 1, value.data());
}
/**
* @copydoc setUniform(GLint, GLuint)
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
inline void setUniform(GLint location, const Math::Vector4<GLuint>& value) {
glUniform4uiv(location, 1, value.data());
}
#endif
/** @copydoc setUniform(GLint, GLint) */
inline void setUniform(GLint location, const Matrix3& value) {
glUniformMatrix3fv(location, 1, GL_FALSE, value.data());
}
/** @copydoc setUniform(GLint, GLint) */
inline void setUniform(GLint location, const Matrix4& value) {
glUniformMatrix4fv(location, 1, GL_FALSE, value.data());
}
private:
enum State {
Initialized,
Linked,
Failed
};
GLuint program;
State state;
};
inline AbstractShaderProgram::~AbstractShaderProgram() { glDeleteProgram(program); }
}
#endif