/* Copyright (c) 2010 Wildfire Games * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * load and link together shaders; provides hotload support. */ #ifndef INCLUDED_OGL_SHADER #define INCLUDED_OGL_SHADER #include "lib/res/handle.h" #include "lib/file/vfs/vfs.h" #include "lib/ogl.h" namespace ERR { const LibError SHDR_CREATE = -120200; const LibError SHDR_COMPILE = -120201; const LibError SHDR_NO_SHADER = -120202; const LibError SHDR_LINK = -120203; const LibError SHDR_NO_PROGRAM = -120204; } /* Encapsulate shader objects into handles, which transparently enables sharing of shader source files between programs as well as reloading shaders at runtime. NOTE: Only use functions form this module after verifying that the required extensions are available, or all bets are off. */ /** * Create, load and compile a shader object. * * @param vfs * @param pathname Location of the file containing the shader's source code. * @param type Type e.g. GL_VERTEX_SHADER_ARB. **/ Handle ogl_shader_load(const PIVFS& vfs, const VfsPath& pathname, GLenum type); /** * Free all resources associated with the given handle * (subject to reference counting). **/ void ogl_shader_free(Handle& h); /** * Attach a shader to the given OpenGL program. **/ LibError ogl_shader_attach(GLhandleARB program, Handle& h); /* Encapsulate program objects into handles. */ /** * Load a program object. * * @param vfs * @param pathname XML file describing the program. * * note: Shader objects are loaded and attached automatically. **/ Handle ogl_program_load(const PIVFS& vfs, const VfsPath& pathname); /** * Free all resources associated with the given program handle. * (subject to reference counting). **/ void ogl_program_free(Handle& h); /** * Activate the program (glUseProgramObjectARB). * * @param h may be 0, in which case program objects are disabled. **/ LibError ogl_program_use(Handle h); /** * Query uniform information **/ GLint ogl_program_get_uniform_location(Handle h, const char* name); /** * Query vertex attribute information **/ GLint ogl_program_get_attrib_location(Handle h, const char* name); #endif // INCLUDED_OGL_SHADER