NazaraEngine/include/Nazara/Renderer/Shader.hpp

89 lines
2.7 KiB
C++

// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Renderer module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SHADER_HPP
#define NAZARA_SHADER_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Color.hpp>
#include <Nazara/Core/NonCopyable.hpp>
#include <Nazara/Core/Resource.hpp>
#include <Nazara/Core/ResourceRef.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
#include <Nazara/Renderer/Enums.hpp>
class NzShader;
class NzTexture;
using NzShaderConstRef = NzResourceRef<const NzShader>;
using NzShaderRef = NzResourceRef<NzShader>;
class NzShaderImpl;
class NAZARA_API NzShader : public NzResource, NzNonCopyable
{
friend class NzRenderer;
public:
NzShader() = default;
NzShader(nzShaderLanguage language);
NzShader(NzShader&& shader);
~NzShader();
bool Create(nzShaderLanguage language);
bool Compile();
void Destroy();
nzUInt32 GetFlags() const;
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
int GetUniformLocation(const NzString& name) const;
bool HasUniform(const NzString& name) const;
bool IsCompiled() const;
bool IsLoaded(nzShaderType type) const;
bool IsValid() const;
bool Load(nzShaderType type, const NzString& source);
bool LoadFromFile(nzShaderType type, const NzString& source);
bool SendBoolean(int location, bool value) const;
bool SendColor(int location, const NzColor& color) const;
bool SendDouble(int location, double value) const;
bool SendFloat(int location, float value) const;
bool SendInteger(int location, int value) const;
bool SendMatrix(int location, const NzMatrix4d& matrix) const;
bool SendMatrix(int location, const NzMatrix4f& matrix) const;
bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr) const;
bool SendVector(int location, const NzVector2d& vector) const;
bool SendVector(int location, const NzVector2f& vector) const;
bool SendVector(int location, const NzVector3d& vector) const;
bool SendVector(int location, const NzVector3f& vector) const;
bool SendVector(int location, const NzVector4d& vector) const;
bool SendVector(int location, const NzVector4f& vector) const;
void SetFlags(nzUInt32 flags);
NzShader& operator=(NzShader&& shader);
static bool IsLanguageSupported(nzShaderLanguage language);
static bool IsTypeSupported(nzShaderType type);
private:
nzUInt32 m_flags = nzShaderFlags_None;
NzShaderImpl* m_impl = nullptr;
bool m_compiled = false;
};
#endif // NAZARA_SHADER_HPP