Files
NazaraEngine/include/Nazara/Renderer/Shader.hpp
Lynix e2a38b3790 First part of render texture commit
Added NzContext::EnsureContext and NzContext::GetThreadContext
Added NzCube
Added NzRect::GetCenter
Added methods to send vectors to shaders
Added NzRenderer::SetViewport
Fixed NzRect::ExtendTo calculations
Fixed NzImage::Update checks with level > 0
No longer use glTexStorage when creating a texture to prevent a bug
NzBuffer's Lock and Unlock operations renamed to Map and Unmap
NzVector2/3/4 can now cast implicitly to a pointer
Optimized compilation time of String.hpp
Optimized normalisaton of quaternions
Optimized passing uniforms to shaders
Quaternion now automaticaly Normalize h
Removed macro definition of NAZARA_RENDERER_OPENGL from Renderer
Removed implicit cast from NzVector2/3/4 to NzString
Renamed nzBufferLock to nzBufferAccess
Renamed NzRenderTarget::CanActivate to IsValid
2012-06-13 07:40:31 +02:00

91 lines
2.3 KiB
C++

// Copyright (C) 2012 Jérôme Leclercq
// This file is part of the "Nazara Engine".
// 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/NonCopyable.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/Utility/Resource.hpp>
enum nzShaderLanguage
{
nzShaderLanguage_Unknown,
nzShaderLanguage_Cg,
nzShaderLanguage_GLSL
};
enum nzShaderType
{
nzShaderType_Fragment,
nzShaderType_Geometry,
nzShaderType_Vertex,
nzShaderType_Count
};
class NzRenderer;
class NzShaderImpl;
class NzTexture;
class NAZARA_API NzShader : public NzResource, NzNonCopyable
{
friend class NzRenderer;
public:
NzShader();
NzShader(nzShaderLanguage language);
~NzShader();
bool Create(nzShaderLanguage language);
bool Compile();
void Destroy();
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
bool IsCompiled() const;
bool IsLoaded(nzShaderType type) const;
bool Load(nzShaderType type, const NzString& source);
bool LoadFromFile(nzShaderType type, const NzString& source);
bool Lock();
bool SendBoolean(const NzString& name, bool value);
bool SendDouble(const NzString& name, double value);
bool SendFloat(const NzString& name, float value);
bool SendInteger(const NzString& name, int value);
bool SendMatrix(const NzString& name, const NzMatrix4d& matrix);
bool SendMatrix(const NzString& name, const NzMatrix4f& matrix);
bool SendVector(const NzString& name, const NzVector2d& vector);
bool SendVector(const NzString& name, const NzVector2f& vector);
bool SendVector(const NzString& name, const NzVector3d& vector);
bool SendVector(const NzString& name, const NzVector3f& vector);
bool SendVector(const NzString& name, const NzVector4d& vector);
bool SendVector(const NzString& name, const NzVector4f& vector);
bool SendTexture(const NzString& name, NzTexture* texture);
void Unlock();
static bool IsLanguageSupported(nzShaderLanguage language);
static bool IsTypeSupported(nzShaderType type);
private:
NzShaderImpl* m_impl;
bool m_compiled;
};
#endif // NAZARA_SHADER_HPP