NazaraEngine/include/Nazara/Renderer/Shader.hpp

136 lines
4.9 KiB
C++

// Copyright (C) 2017 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/Prerequisites.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/ObjectLibrary.hpp>
#include <Nazara/Core/ObjectRef.hpp>
#include <Nazara/Core/RefCounted.hpp>
#include <Nazara/Core/Signal.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/Config.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <filesystem>
namespace Nz
{
class Color;
class Shader;
class ShaderStage;
using ShaderConstRef = ObjectRef<const Shader>;
using ShaderLibrary = ObjectLibrary<Shader>;
using ShaderRef = ObjectRef<Shader>;
class NAZARA_RENDERER_API Shader : public RefCounted
{
friend ShaderLibrary;
friend class Renderer;
public:
Shader();
Shader(const Shader&) = delete;
Shader(Shader&&) = delete;
~Shader();
void AttachStage(ShaderStageType stage, const ShaderStage& shaderStage);
bool AttachStageFromFile(ShaderStageType stage, const std::filesystem::path& filePath);
bool AttachStageFromSource(ShaderStageType stage, const char* source, unsigned int length);
bool AttachStageFromSource(ShaderStageType stage, const String& source);
void Bind() const;
bool Create();
void Destroy();
ByteArray GetBinary() const;
String GetLog() const;
String GetSourceCode(ShaderStageType stage) const;
int GetUniformLocation(const String& name) const;
int GetUniformLocation(ShaderUniform shaderUniform) const;
bool HasStage(ShaderStageType stage) const;
bool IsBinaryRetrievable() const;
bool IsLinked() const;
bool IsValid() const;
bool Link();
bool LoadFromBinary(const void* buffer, unsigned int size);
bool LoadFromBinary(const ByteArray& byteArray);
void SendBoolean(int location, bool value) const;
void SendColor(int location, const Color& color) const;
void SendDouble(int location, double value) const;
void SendDoubleArray(int location, const double* values, unsigned int count) const;
void SendFloat(int location, float value) const;
void SendFloatArray(int location, const float* values, unsigned int count) const;
void SendInteger(int location, int value) const;
void SendIntegerArray(int location, const int* values, unsigned int count) const;
void SendMatrix(int location, const Matrix4d& matrix) const;
void SendMatrix(int location, const Matrix4f& matrix) const;
void SendVector(int location, const Vector2d& vector) const;
void SendVector(int location, const Vector2f& vector) const;
void SendVector(int location, const Vector2i& vector) const;
void SendVector(int location, const Vector3d& vector) const;
void SendVector(int location, const Vector3f& vector) const;
void SendVector(int location, const Vector3i& vector) const;
void SendVector(int location, const Vector4d& vector) const;
void SendVector(int location, const Vector4f& vector) const;
void SendVector(int location, const Vector4i& vector) const;
void SendVectorArray(int location, const Vector2d* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector2f* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector2i* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector3d* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector3f* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector3i* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector4d* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const;
void SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const;
bool Validate() const;
// Fonctions OpenGL
unsigned int GetOpenGLID() const;
Shader& operator=(const Shader&) = delete;
Shader& operator=(Shader&&) = delete;
static bool IsStageSupported(ShaderStageType stage);
template<typename... Args> static ShaderRef New(Args&&... args);
// Signals:
NazaraSignal(OnShaderDestroy, const Shader* /*shader*/);
NazaraSignal(OnShaderRelease, const Shader* /*shader*/);
NazaraSignal(OnShaderUniformInvalidated, const Shader* /*shader*/);
private:
bool PostLinkage();
static bool Initialize();
static void Uninitialize();
std::vector<unsigned int> m_attachedShaders[ShaderStageType_Max+1];
bool m_linked;
int m_uniformLocations[ShaderUniform_Max+1];
unsigned int m_program;
static ShaderLibrary::LibraryMap s_library;
};
}
#include <Nazara/Renderer/Shader.inl>
#endif // NAZARA_SHADER_HPP