1 | /*! |
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2 | * @file shader.h |
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3 | * @brief Definition of the Shader rendering class |
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4 | */ |
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5 | |
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6 | #ifndef _SHADER_H |
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7 | #define _SHADER_H |
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8 | |
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9 | #include "base_object.h" |
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10 | #include "shader_data.h" |
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11 | |
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12 | // FORWARD DECLARATION |
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13 | |
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14 | |
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15 | |
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16 | //! The Shader is a Class-wrapper around the OpenGL Shader Language (GLSL). |
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17 | class Shader : public BaseObject |
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18 | { |
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19 | ObjectListDeclaration(Shader); |
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20 | public: |
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21 | class Uniform |
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22 | { |
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23 | public: |
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24 | Uniform(const Shader& shader, const std::string& location) { if (Shader::isSupported()) this->uniform = glGetUniformLocation(shader.getProgram(), location.c_str()) ; }; |
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25 | Uniform(GLhandleARB shaderProgram, const std::string& location) { if (Shader::isSupported()) this->uniform = glGetUniformLocation(shaderProgram, location.c_str()) ; }; |
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26 | |
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27 | void set(float v0) const { if (Shader::isSupported()) glUniform1f(this->uniform, v0); } |
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28 | void set(float v0, float v1) const { if (Shader::isSupported()) glUniform2f(this->uniform, v0, v1); } |
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29 | void set(float v0, float v1, float v2) const { if (Shader::isSupported()) glUniform3f(this->uniform, v0, v1, v2); } |
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30 | void set(float v0, float v1, float v2, float v3) const { if (Shader::isSupported()) glUniform4f(this->uniform, v0, v1, v2, v3); } |
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31 | |
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32 | void set(int v0) const { if (Shader::isSupported()) glUniform1i(this->uniform, v0); } |
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33 | void set(int v0, int v1) const { if (Shader::isSupported()) glUniform2i(this->uniform, v0, v1); } |
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34 | void set(int v0, int v1, int v2) const { if (Shader::isSupported()) glUniform3i(this->uniform, v0, v1, v2); } |
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35 | void set(int v0, int v1, int v2, int v3) const {if (Shader::isSupported()) glUniform4i(this->uniform, v0, v1, v2, v3); } |
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36 | |
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37 | void setV(unsigned int count, float* vv) const; |
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38 | void setV(unsigned int count, int* vv) const; |
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39 | |
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40 | private: |
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41 | GLint uniform; |
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42 | }; |
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43 | |
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44 | |
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45 | public: |
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46 | Shader(); |
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47 | Shader(const Shader& shader); |
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48 | Shader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile = ""); |
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49 | |
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50 | Shader& operator=(const Shader& shader) { this->data = shader.data; return *this; }; |
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51 | const ShaderData::Pointer& dataPointer() const { return data; }; |
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52 | void acquireData(const ShaderData::Pointer& pointer) { this->data = pointer; }; |
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53 | |
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54 | bool load(const std::string& vertexShaderFile, const std::string& fragmentShaderFile = "") |
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55 | { return this->data->load(vertexShaderFile, fragmentShaderFile); } |
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56 | |
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57 | |
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58 | Shader::Uniform getUniform(const std::string& location) { return Shader::Uniform(*this, location); } |
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59 | |
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60 | GLhandleARB getProgram() const { return this->data->getProgram(); } |
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61 | GLhandleARB getVertexS() const { return this->data->getVertexS(); } |
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62 | GLhandleARB getFragmentS() const { return this->data->getFragmentS(); } |
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63 | |
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64 | void activateShader() const; |
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65 | static void deactivateShader(); |
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66 | |
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67 | void debug() const { this->data->debug(); }; |
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68 | |
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69 | |
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70 | static bool checkShaderAbility(); |
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71 | static bool isSupported() { return checkShaderAbility(); }; |
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72 | |
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73 | inline static bool isShaderActive() { return (Shader::storedShader != NULL) ? true : false; }; |
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74 | inline static const Shader* getActiveShader() { return Shader::storedShader; }; |
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75 | |
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76 | inline static void suspendShader() { const Shader* currShader = storedShader; if (storedShader!= NULL) { Shader::deactivateShader(); Shader::storedShader = currShader;} }; |
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77 | inline static void restoreShader() { if (storedShader != NULL) storedShader->activateShader(); storedShader = NULL; }; |
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78 | |
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79 | private: |
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80 | ShaderData::Pointer data; |
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81 | |
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82 | static const Shader* storedShader; |
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83 | }; |
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84 | |
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85 | #endif /* _SHADER_H */ |
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