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0ad/source/graphics/ShaderProgram.h

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/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERPROGRAM
#define INCLUDED_SHADERPROGRAM
#include "lib/ogl.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/res/handle.h"
#include "ps/CStr.h"
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struct CColor;
class CMatrix3D;
class CVector3D;
/**
* A compiled vertex+fragment shader program.
* The implementation may use GL_ARB_{vertex,fragment}_program (assembly syntax)
* or GL_ARB_{vertex,fragment}_shader (GLSL); the difference is hidden from the caller.
*
* Texture/uniform IDs are typically strings, corresponding to the names defined
* in the shader .xml file. Alternatively (and more efficiently, if used extremely
* frequently), call GetUniformBinding and pass its return value as the ID.
* Setting uniforms that the shader .xml doesn't support is harmless.
*/
class CShaderProgram
{
NONCOPYABLE(CShaderProgram);
public:
/**
* Construct based on ARB vertex/fragment program files.
*/
static CShaderProgram* ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const std::map<CStr, CStr>& defines,
const std::map<CStr, int>& vertexIndexes, const std::map<CStr, int>& fragmentIndexes,
int streamflags);
typedef const char* attrib_id_t;
typedef const char* texture_id_t;
typedef const char* uniform_id_t;
/**
* Represents a uniform attribute binding.
*/
struct Binding
{
friend class CShaderProgramARB;
private:
Binding(int v, int f) : vertex(v), fragment(f) { }
i16 vertex;
i16 fragment;
public:
Binding() : vertex(-1), fragment(-1) { }
/**
* Returns whether this uniform attribute is active in the shader.
* If not then there's no point calling Uniform() to set its value.
*/
bool Active() { return vertex != -1 || fragment != -1; }
};
virtual ~CShaderProgram() { }
virtual void Reload() = 0;
/**
* Returns whether this shader was successfully loaded.
*/
bool IsValid() const;
/**
* Binds the shader into the GL context. Call this before calling Uniform()
* or trying to render with it.
*/
virtual void Bind() = 0;
/**
* Unbinds the shader from the GL context. Call this after rendering with it.
*/
virtual void Unbind() = 0;
/**
* Returns bitset of STREAM_* value, indicating what vertex data streams the
* vertex shader needs.
*/
int GetStreamFlags() const;
// TODO: implement vertex attributes
GLuint GetAttribIndex(attrib_id_t id);
/**
* Returns whether the shader needs the texture with the given name.
*/
virtual bool HasTexture(texture_id_t id) = 0;
virtual void BindTexture(texture_id_t id, Handle tex) = 0;
virtual void BindTexture(texture_id_t id, GLuint tex) = 0;
virtual Binding GetUniformBinding(uniform_id_t id) = 0;
virtual void Uniform(uniform_id_t id, int v) = 0;
virtual void Uniform(uniform_id_t id, float v) = 0;
virtual void Uniform(uniform_id_t id, float v0, float v1, float v2, float v3) = 0;
virtual void Uniform(uniform_id_t id, const CVector3D& v) = 0;
virtual void Uniform(uniform_id_t id, const CColor& v) = 0;
virtual void Uniform(uniform_id_t id, const CMatrix3D& v) = 0;
virtual void Uniform(Binding id, int v) = 0;
virtual void Uniform(Binding id, float v) = 0;
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3) = 0;
virtual void Uniform(Binding id, const CVector3D& v) = 0;
virtual void Uniform(Binding id, const CColor& v) = 0;
virtual void Uniform(Binding id, const CMatrix3D& v) = 0;
protected:
CShaderProgram(int streamflags);
bool m_IsValid;
int m_StreamFlags;
};
typedef shared_ptr<CShaderProgram> CShaderProgramPtr;
#endif // INCLUDED_SHADERPROGRAM