// Copyright (c) 2006, Tobias Sargeant // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // // Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the // distribution. The names of its contributors may be used to endorse // or promote products derived from this software without specific // prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS // FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE // COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, // STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED // OF THE POSSIBILITY OF SUCH DAMAGE. #pragma once #include #include #include #include #include #include #include "ref.hpp" #include "exceptions.hpp" #include "surface.hpp" namespace gloop { class Shader : public virtual RefObj { private: Shader(); Shader(const Shader &); Shader &operator=(const Shader &); protected: static int s_tag; public: typedef Ref Ptr; const std::string name; const std::string prog; GLuint shader; mutable int tag; std::list dependencies; protected: void _source(std::list &result) const; virtual GLenum shaderType() = 0; void _compile(); void _attachTo(GLuint program, bool compile = true); public: Shader(const std::string &_name, const std::string &_prog); Shader(const std::string &_name, std::istream &_stream); virtual ~Shader(); virtual void destroy(); bool isCompiled() const { return shader != 0; } void addDependency(const Ptr &dep); void compileFlat(); void compile(); void attachFlat(GLuint program, bool compile = true); void attachTo(GLuint program, bool compile = true); }; class VertexShader : public Shader { public: typedef Ref Ptr; protected: virtual GLenum shaderType(); public: VertexShader(const std::string &_name, const std::string &_prog); VertexShader(const std::string &_name, std::istream &_stream); virtual ~VertexShader(); }; class FragmentShader : public Shader { public: typedef Ref Ptr; protected: virtual GLenum shaderType(); public: FragmentShader(const std::string &_name, const std::string &_prog); FragmentShader(const std::string &_name, std::istream &_stream); virtual ~FragmentShader(); }; class ShaderProgram : public virtual RefObj { VertexShader::Ptr vertex_shader; FragmentShader::Ptr fragment_shader; GLuint program; public: ShaderProgram(); virtual void destroy(); virtual ~ShaderProgram(); virtual ShaderProgram &connect(VertexShader *shader); virtual ShaderProgram &connect(FragmentShader *shader); virtual ShaderProgram &connect(const VertexShader::Ptr &shader); virtual ShaderProgram &connect(const FragmentShader::Ptr &shader); virtual ShaderProgram &connect(Shader *shader); virtual ShaderProgram &connect(Shader::Ptr &shader); ShaderProgram &link(); GLuint prog() { return program; } ShaderProgram &install() { if (program) glUseProgramObjectARB(program); return *this; } static void uninstall() { glUseProgramObjectARB(0); } int uniform(const char *var) { return glGetUniformLocationARB(program, var); } ShaderProgram &u(const char *var, GLfloat x) { glUniform1fARB(uniform(var), x); return *this; } ShaderProgram &u(const char *var, GLfloat x, GLfloat y) { glUniform2fARB(uniform(var), x, y); return *this; } ShaderProgram &u(const char *var, GLfloat x, GLfloat y, GLfloat z) { glUniform3fARB(uniform(var), x, y, z); return *this; } ShaderProgram &u(const char *var, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { glUniform4fARB(uniform(var), x, y, z, w); return *this; } ShaderProgram &u(const char *var, GLint x) { glUniform1iARB(uniform(var), x); return *this; } ShaderProgram &u(const char *var, GLint x, GLint y) { glUniform2iARB(uniform(var), x, y); return *this; } ShaderProgram &u(const char *var, GLint x, GLint y, GLint z) { glUniform3iARB(uniform(var), x, y, z); return *this; } ShaderProgram &u(const char *var, GLint x, GLint y, GLint z, GLint w) { glUniform4iARB(uniform(var), x, y, z, w); return *this; } ShaderProgram &u1(const char *var, GLfloat *f) { glUniform1fvARB(uniform(var), 1, f); return *this; } ShaderProgram &u2(const char *var, GLfloat *f) { glUniform2fvARB(uniform(var), 1, f); return *this; } ShaderProgram &u3(const char *var, GLfloat *f) { glUniform3fvARB(uniform(var), 1, f); return *this; } ShaderProgram &u4(const char *var, GLfloat *f) { glUniform4fvARB(uniform(var), 1, f); return *this; } ShaderProgram &u1(const char *var, GLint *f) { glUniform1ivARB(uniform(var), 1, f); return *this; } ShaderProgram &u2(const char *var, GLint *f) { glUniform2ivARB(uniform(var), 1, f); return *this; } ShaderProgram &u3(const char *var, GLint *f) { glUniform3ivARB(uniform(var), 1, f); return *this; } ShaderProgram &u4(const char *var, GLint *f) { glUniform4ivARB(uniform(var), 1, f); return *this; } ShaderProgram &um2(const char *var, GLfloat *m) { glUniformMatrix2fvARB(uniform(var), 1, GL_FALSE, m); return *this; } ShaderProgram &um3(const char *var, GLfloat *m) { glUniformMatrix3fvARB(uniform(var), 1, GL_FALSE, m); return *this; } ShaderProgram &um4(const char *var, GLfloat *m) { glUniformMatrix4fvARB(uniform(var), 1, GL_FALSE, m); return *this; } ShaderProgram &umt2(const char *var, GLfloat *m) { glUniformMatrix2fvARB(uniform(var), 1, GL_TRUE, m); return *this; } ShaderProgram &umt3(const char *var, GLfloat *m) { glUniformMatrix3fvARB(uniform(var), 1, GL_TRUE, m); return *this; } ShaderProgram &umt4(const char *var, GLfloat *m) { glUniformMatrix4fvARB(uniform(var), 1, GL_TRUE, m); return *this; } ShaderProgram &ut(const char *var, int u) { glUniform1iARB(uniform(var), u); return *this; } ShaderProgram &ut(const char *var, int u, Surface *s) { glUniform1iARB(uniform(var), u); s->bind(u); return *this; } ShaderProgram &ut(const char *var, int u, GLenum tgt, GLuint tex) { glUniform1iARB(uniform(var), u); glActiveTexture(GL_TEXTURE0 + u); glBindTexture(tgt, tex); return *this; } }; }