Files
NazaraEngine/src/Nazara/Renderer/GLSLProgram.hpp
Lynix 15fa8378c9 Added a lot of methods to send uniforms
including arrays and integers vectors


Former-commit-id: c365cccdbad7eab1a1212e78759d7fda857012f9
2013-09-16 01:01:59 +02:00

102 lines
3.8 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_GLSLPROGRAM_HPP
#define NAZARA_GLSLPROGRAM_HPP
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Core/String.hpp>
#include <Nazara/Renderer/AbstractShaderProgram.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <map>
#include <unordered_map>
class NzResource;
class NzGLSLProgram : public NzAbstractShaderProgram, NzResourceListener
{
public:
NzGLSLProgram(NzShaderProgram* parent);
~NzGLSLProgram() = default;
bool Bind();
bool BindTextures();
bool Compile();
bool Create();
void Destroy();
NzByteArray GetBinary() const;
NzString GetLog() const;
nzShaderLanguage GetLanguage() const;
NzString GetSourceCode(nzShaderType type) const;
int GetUniformLocation(const NzString& name) const;
int GetUniformLocation(nzShaderUniform uniform) const;
bool IsBinaryRetrievable() const;
bool IsLoaded(nzShaderType type) const;
bool LoadFromBinary(const void* buffer, unsigned int size);
bool LoadShader(nzShaderType type, const NzString& source);
bool SendBoolean(int location, bool value);
bool SendColor(int location, const NzColor& color);
bool SendDouble(int location, double value);
bool SendDoubleArray(int location, const double* values, unsigned int count);
bool SendFloat(int location, float value);
bool SendFloatArray(int location, const float* values, unsigned int count);
bool SendInteger(int location, int value);
bool SendIntegerArray(int location, const int* values, unsigned int count);
bool SendMatrix(int location, const NzMatrix4d& matrix);
bool SendMatrix(int location, const NzMatrix4f& matrix);
bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr);
bool SendVector(int location, const NzVector2d& vector);
bool SendVector(int location, const NzVector2f& vector);
bool SendVector(int location, const NzVector2i& vector);
bool SendVector(int location, const NzVector3d& vector);
bool SendVector(int location, const NzVector3f& vector);
bool SendVector(int location, const NzVector3i& vector);
bool SendVector(int location, const NzVector4d& vector);
bool SendVector(int location, const NzVector4f& vector);
bool SendVector(int location, const NzVector4i& vector);
bool SendVectorArray(int location, const NzVector2d* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector2f* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector2i* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector3d* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector3f* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector3i* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector4d* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector4f* vectors, unsigned int count);
bool SendVectorArray(int location, const NzVector4i* vectors, unsigned int count);
private:
bool OnResourceCreated(const NzResource* resource, int index) override;
bool OnResourceDestroy(const NzResource* resource, int index) override;
void OnResourceReleased(const NzResource* resource, int index) override;
void PreLinkage();
bool PostLinkage();
struct TextureSlot
{
bool enabled;
bool updated = false;
nzUInt8 unit;
const NzTexture* texture;
};
mutable std::unordered_map<NzString, GLint> m_idCache;
std::map<GLint, TextureSlot> m_textures;
GLuint m_program;
GLuint m_shaders[nzShaderType_Max+1];
NzShaderProgram* m_parent;
NzString m_log;
int m_uniformLocations[nzShaderUniform_Max+1];
};
#endif // NAZARA_GLSLPROGRAM_HPP