including arrays and integers vectors Former-commit-id: c365cccdbad7eab1a1212e78759d7fda857012f9
102 lines
3.8 KiB
C++
102 lines
3.8 KiB
C++
// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GLSLPROGRAM_HPP
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#define NAZARA_GLSLPROGRAM_HPP
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#include <Nazara/Core/ResourceListener.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Renderer/AbstractShaderProgram.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/ShaderProgram.hpp>
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#include <map>
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#include <unordered_map>
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class NzResource;
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class NzGLSLProgram : public NzAbstractShaderProgram, NzResourceListener
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{
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public:
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NzGLSLProgram(NzShaderProgram* parent);
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~NzGLSLProgram() = default;
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bool Bind();
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bool BindTextures();
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bool Compile();
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bool Create();
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void Destroy();
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NzByteArray GetBinary() const;
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NzString GetLog() const;
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nzShaderLanguage GetLanguage() const;
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NzString GetSourceCode(nzShaderType type) const;
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int GetUniformLocation(const NzString& name) const;
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int GetUniformLocation(nzShaderUniform uniform) const;
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bool IsBinaryRetrievable() const;
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bool IsLoaded(nzShaderType type) const;
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bool LoadFromBinary(const void* buffer, unsigned int size);
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bool LoadShader(nzShaderType type, const NzString& source);
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bool SendBoolean(int location, bool value);
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bool SendColor(int location, const NzColor& color);
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bool SendDouble(int location, double value);
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bool SendDoubleArray(int location, const double* values, unsigned int count);
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bool SendFloat(int location, float value);
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bool SendFloatArray(int location, const float* values, unsigned int count);
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bool SendInteger(int location, int value);
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bool SendIntegerArray(int location, const int* values, unsigned int count);
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bool SendMatrix(int location, const NzMatrix4d& matrix);
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bool SendMatrix(int location, const NzMatrix4f& matrix);
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bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr);
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bool SendVector(int location, const NzVector2d& vector);
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bool SendVector(int location, const NzVector2f& vector);
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bool SendVector(int location, const NzVector2i& vector);
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bool SendVector(int location, const NzVector3d& vector);
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bool SendVector(int location, const NzVector3f& vector);
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bool SendVector(int location, const NzVector3i& vector);
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bool SendVector(int location, const NzVector4d& vector);
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bool SendVector(int location, const NzVector4f& vector);
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bool SendVector(int location, const NzVector4i& vector);
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bool SendVectorArray(int location, const NzVector2d* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector2f* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector2i* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector3d* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector3f* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector3i* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector4d* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector4f* vectors, unsigned int count);
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bool SendVectorArray(int location, const NzVector4i* vectors, unsigned int count);
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private:
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bool OnResourceCreated(const NzResource* resource, int index) override;
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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void OnResourceReleased(const NzResource* resource, int index) override;
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void PreLinkage();
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bool PostLinkage();
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struct TextureSlot
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{
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bool enabled;
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bool updated = false;
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nzUInt8 unit;
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const NzTexture* texture;
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};
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mutable std::unordered_map<NzString, GLint> m_idCache;
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std::map<GLint, TextureSlot> m_textures;
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GLuint m_program;
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GLuint m_shaders[nzShaderType_Max+1];
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NzShaderProgram* m_parent;
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NzString m_log;
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int m_uniformLocations[nzShaderUniform_Max+1];
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};
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#endif // NAZARA_GLSLPROGRAM_HPP
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