190 lines
4.3 KiB
C++
190 lines
4.3 KiB
C++
// glshader.h
|
|
//
|
|
// Copyright (C) 2001-2006, Chris Laurel <claurel@shatters.net>
|
|
//
|
|
// This program is free software; you can redistribute it and/or
|
|
// modify it under the terms of the GNU General Public License
|
|
// as published by the Free Software Foundation; either version 2
|
|
// of the License, or (at your option) any later version.
|
|
|
|
#ifndef _CELENGINE_GLSHADER_H_
|
|
#define _CELENGINE_GLSHADER_H_
|
|
|
|
#include <Eigen/Core>
|
|
#include <string>
|
|
#include <vector>
|
|
#include <iostream>
|
|
#include "glsupport.h"
|
|
|
|
class GLShaderLoader;
|
|
|
|
enum GLShaderStatus
|
|
{
|
|
ShaderStatus_OK,
|
|
ShaderStatus_CompileError,
|
|
ShaderStatus_LinkError,
|
|
ShaderStatus_OutOfMemory,
|
|
ShaderStatus_EmptyProgram,
|
|
};
|
|
|
|
class GLShader
|
|
{
|
|
protected:
|
|
GLShader(GLuint _id);
|
|
virtual ~GLShader();
|
|
|
|
public:
|
|
GLuint getID() const;
|
|
|
|
private:
|
|
GLuint id;
|
|
|
|
GLShaderStatus compile(const std::vector<std::string>& source);
|
|
|
|
friend class GLShaderLoader;
|
|
};
|
|
|
|
|
|
class GLVertexShader : public GLShader
|
|
{
|
|
private:
|
|
GLVertexShader(GLuint _id) : GLShader(_id) {};
|
|
|
|
friend class GLShaderLoader;
|
|
};
|
|
|
|
|
|
class GLFragmentShader : public GLShader
|
|
{
|
|
private:
|
|
GLFragmentShader(GLuint _id) : GLShader(_id) {};
|
|
|
|
friend class GLShaderLoader;
|
|
};
|
|
|
|
|
|
class GLProgram
|
|
{
|
|
private:
|
|
GLProgram(GLuint _id);
|
|
|
|
void attach(const GLShader&);
|
|
|
|
public:
|
|
virtual ~GLProgram();
|
|
|
|
GLShaderStatus link();
|
|
|
|
void use() const;
|
|
GLuint getID() const { return id; }
|
|
|
|
private:
|
|
GLuint id;
|
|
|
|
friend class GLShaderLoader;
|
|
};
|
|
|
|
class ShaderParameter
|
|
{
|
|
public:
|
|
ShaderParameter() = default;
|
|
~ShaderParameter() = default;
|
|
ShaderParameter(const ShaderParameter&) = default;
|
|
ShaderParameter(ShaderParameter&&) = default;
|
|
ShaderParameter& operator=(const ShaderParameter&) = default;
|
|
ShaderParameter& operator=(ShaderParameter&&) = default;
|
|
|
|
ShaderParameter(GLuint obj, const char* name)
|
|
{
|
|
slot = glGetUniformLocation(obj, name);
|
|
}
|
|
|
|
bool valid() const noexcept
|
|
{
|
|
return slot != -1;
|
|
};
|
|
|
|
operator bool() const noexcept
|
|
{
|
|
return valid();
|
|
}
|
|
protected:
|
|
int slot { -1 };
|
|
};
|
|
|
|
class FloatShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
FloatShaderParameter& operator=(float);
|
|
};
|
|
|
|
|
|
class Vec3ShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
Vec3ShaderParameter& operator=(const Eigen::Vector3f&);
|
|
};
|
|
|
|
|
|
class Vec4ShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
Vec4ShaderParameter& operator=(const Eigen::Vector4f&);
|
|
};
|
|
|
|
|
|
class IntegerShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
IntegerShaderParameter& operator=(int);
|
|
};
|
|
|
|
|
|
class Mat3ShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
Mat3ShaderParameter& operator=(const Eigen::Matrix3f&);
|
|
};
|
|
|
|
|
|
class Mat4ShaderParameter : public ShaderParameter
|
|
{
|
|
public:
|
|
using ShaderParameter::ShaderParameter;
|
|
Mat4ShaderParameter& operator=(const Eigen::Matrix4f&);
|
|
};
|
|
|
|
|
|
class GLShaderLoader
|
|
{
|
|
public:
|
|
static GLShaderStatus CreateVertexShader(const std::vector<std::string>&,
|
|
GLVertexShader**);
|
|
static GLShaderStatus CreateFragmentShader(const std::vector<std::string>&,
|
|
GLFragmentShader**);
|
|
static GLShaderStatus CreateVertexShader(const std::string&,
|
|
GLVertexShader**);
|
|
static GLShaderStatus CreateFragmentShader(const std::string&,
|
|
GLFragmentShader**);
|
|
|
|
static GLShaderStatus CreateProgram(const GLVertexShader& vs,
|
|
const GLFragmentShader& fs,
|
|
GLProgram**);
|
|
static GLShaderStatus CreateProgram(const std::vector<std::string>& vs,
|
|
const std::vector<std::string>& fs,
|
|
GLProgram**);
|
|
static GLShaderStatus CreateProgram(const std::string& vsSource,
|
|
const std::string& fsSource,
|
|
GLProgram**);
|
|
};
|
|
|
|
|
|
extern std::ostream* g_shaderLogFile;
|
|
|
|
#endif // _CELENGINE_GLSHADER_H_
|