| [4838] | 1 | /*! |
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| [5261] | 2 | * @file shader.h |
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| 3 | * @brief Definition of the Shader rendering class |
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| [3245] | 4 | */ |
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| [1853] | 5 | |
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| [5261] | 6 | #ifndef _SHADER_H |
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| 7 | #define _SHADER_H |
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| [1853] | 8 | |
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| [3543] | 9 | #include "base_object.h" |
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| [5261] | 10 | #include "glincl.h" |
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| [7164] | 11 | #include <vector> |
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| [1853] | 12 | |
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| [5261] | 13 | |
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| [8037] | 14 | // FORWARD DECLARATION |
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| 15 | |
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| 16 | |
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| 17 | |
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| 18 | //! A class for ... |
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| 19 | class Shader : public BaseObject |
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| [5261] | 20 | { |
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| [8037] | 21 | public: |
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| 22 | class Uniform |
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| 23 | { |
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| 24 | public: |
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| 25 | Uniform(const Shader* shader, const std::string& location) { this->uniform = glGetUniformLocationARB(shader->getProgram(), location.c_str()) ; } |
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| 26 | Uniform(const Shader& shader, const std::string& location) { this->uniform = glGetUniformLocation(shader.getProgram(), location.c_str()) ; }; |
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| 27 | Uniform(GLhandleARB shaderProgram, const std::string& location) { this->uniform = glGetUniformLocation(shaderProgram, location.c_str()) ; }; |
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| [5261] | 28 | |
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| [8037] | 29 | void set(float v0) const { glUniform1f(this->uniform, v0); } |
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| 30 | void set(float v0, float v1) const { glUniform2f(this->uniform, v0, v1); } |
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| 31 | void set(float v0, float v1, float v2) const { glUniform3f(this->uniform, v0, v1, v2); } |
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| 32 | void set(float v0, float v1, float v2, float v3) const { glUniform4f(this->uniform, v0, v1, v2, v3); } |
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| [5261] | 33 | |
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| [8037] | 34 | void set(int v0) const { glUniform1i(this->uniform, v0); } |
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| 35 | void set(int v0, int v1) const { glUniform2i(this->uniform, v0, v1); } |
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| 36 | void set(int v0, int v1, int v2) const { glUniform3i(this->uniform, v0, v1, v2); } |
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| 37 | void set(int v0, int v1, int v2, int v3) const { glUniform4i(this->uniform, v0, v1, v2, v3); } |
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| [3543] | 38 | |
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| [8037] | 39 | void setV(unsigned int count, float* vv) const |
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| 40 | { |
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| 41 | switch (count) |
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| 42 | { |
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| 43 | case 1: |
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| 44 | glUniform1fv(this->uniform, 1, vv); |
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| 45 | break; |
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| 46 | case 2: |
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| 47 | glUniform2fv(this->uniform, 2, vv); |
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| 48 | break; |
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| 49 | case 3: |
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| 50 | glUniform3fv(this->uniform, 3, vv); |
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| 51 | break; |
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| 52 | case 4: |
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| 53 | glUniform4fv(this->uniform, 4, vv); |
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| 54 | break; |
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| 55 | } |
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| 56 | } |
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| 57 | void setV(unsigned int count, int* vv) const |
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| 58 | { |
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| 59 | switch (count) |
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| 60 | { |
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| 61 | case 1: |
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| 62 | glUniform1iv(this->uniform, 1, vv); |
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| 63 | break; |
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| 64 | case 2: |
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| 65 | glUniform2iv(this->uniform, 2, vv); |
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| 66 | break; |
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| 67 | case 3: |
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| 68 | glUniform3iv(this->uniform, 3, vv); |
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| 69 | break; |
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| 70 | case 4: |
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| 71 | glUniform4iv(this->uniform, 4, vv); |
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| 72 | break; |
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| 73 | } |
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| 74 | } |
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| 75 | private: |
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| 76 | GLint uniform; |
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| 77 | }; |
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| [3543] | 78 | |
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| [8037] | 79 | typedef enum |
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| 80 | { |
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| 81 | None = 0, |
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| 82 | Fragment = 1, |
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| 83 | Vertex = 2, |
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| [1853] | 84 | |
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| [8037] | 85 | Program = 4, |
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| 86 | } |
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| 87 | Type; |
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| 88 | |
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| 89 | public: |
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| [7221] | 90 | Shader(const std::string& vertexShaderFile = "", const std::string& fragmentShaderFile = ""); |
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| [5261] | 91 | virtual ~Shader(); |
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| [7221] | 92 | static Shader* getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile); |
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| [5323] | 93 | static bool unload(Shader* shader); |
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| [1853] | 94 | |
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| [8037] | 95 | |
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| 96 | static bool checkShaderAbility(); |
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| [5266] | 97 | void activateShader(); |
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| [8255] | 98 | void bindShader(const char* name, const float* value, size_t size); |
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| [5266] | 99 | static void deactivateShader(); |
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| [3245] | 100 | |
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| [8037] | 101 | Shader::Uniform getUniform(const std::string& location) { return Shader::Uniform(this, location); } |
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| [5266] | 102 | |
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| [8037] | 103 | bool loadShaderProgramm(Shader::Type type, const std::string& fileName); |
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| 104 | void deleteProgram(Shader::Type type); |
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| [5317] | 105 | |
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| [8037] | 106 | void linkShaderProgram(); |
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| 107 | |
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| 108 | |
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| 109 | bool readShader(const std::string& fileName, std::string& output); |
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| 110 | |
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| 111 | |
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| 112 | inline static bool shaderActive() { return (Shader::storedShader != NULL)? true : false; }; |
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| [5323] | 113 | inline static Shader* getActiveShader() { return Shader::storedShader; }; |
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| [5318] | 114 | inline static void suspendShader() { Shader* currShader = storedShader; if (storedShader!= NULL) { Shader::deactivateShader(); Shader::storedShader = currShader;} }; |
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| [5317] | 115 | inline static void restoreShader() { if (storedShader != NULL) storedShader->activateShader(); storedShader = NULL; }; |
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| 116 | |
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| 117 | |
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| [8037] | 118 | |
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| 119 | |
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| 120 | GLhandleARB getProgram() const { return this->shaderProgram; } |
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| 121 | GLhandleARB getVertexS() const { return this->vertexShader; } |
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| 122 | GLhandleARB getFragmentS() const { return this->fragmentShader; } |
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| 123 | |
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| [5262] | 124 | void debug() const; |
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| 125 | |
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| [8037] | 126 | static void printError(GLhandleARB program); |
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| [5262] | 127 | |
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| [5317] | 128 | |
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| [8037] | 129 | private: |
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| 130 | std::string fragmentShaderFile; |
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| 131 | std::string vertexShaderFile; |
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| 132 | |
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| 133 | GLhandleARB shaderProgram; |
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| 134 | |
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| 135 | GLhandleARB vertexShader; |
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| 136 | GLhandleARB fragmentShader; |
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| 137 | |
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| 138 | |
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| 139 | static Shader* storedShader; |
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| [1853] | 140 | }; |
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| 141 | |
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| [5261] | 142 | #endif /* _SHADER_H */ |
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