// ============================================================== // This file is part of MegaGlest (www.glest.org) // // Shader.h -- Copyright (c) 2006 David Henry // changed for use with MegaGlest: Copyright (C) 2011- by Mark Vejvoda // // This code is licenced under the MIT license. // // This software is provided "as is" without express or implied // warranties. You may freely copy and compile this source into // applications you distribute provided that the copyright text // below is included in the resulting source code. // // Definitions of GLSL shader related classes. // ///////////////////////////////////////////////////////////////////////////// #ifndef __SHADER_H__ #define __SHADER_H__ #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #endif // _WIN32 #include #include #include namespace Shared { namespace Graphics { namespace md5 { using std::string; ///////////////////////////////////////////////////////////////////////////// // Shader class diagram: // // +-------- (abs) +---------------+ // | Shader | | ShaderProgram | // +----------+ +---------------+ // ^ // | // +----------+----------+ // | | // +--------------+ +----------------+ // | VertexShader | | FragmentShader | // +--------------+ +----------------+ // ///////////////////////////////////////////////////////////////////////////// // Global functions for initializing GLSL extensions and query for // shader support on the host. GLboolean hasShaderSupport(); void initShaderHandling(); ///////////////////////////////////////////////////////////////////////////// // // class Shader -- GLSL abstract shader object. Can be a vertex shader // or a fragment shader. // ///////////////////////////////////////////////////////////////////////////// class Shader { protected: // Constructor Shader (const string &filename); public: // Destructor virtual ~Shader (); public: // Accessors const string &name () const { return _name; } const string &code () const { return _code; } GLuint handle () const { return _handle; } bool fail () const { return (_compiled == GL_FALSE); } virtual GLenum shaderType () const = 0; public: // Public interface void printInfoLog () const; protected: // Internal functions void compile () throw (std::runtime_error); void loadShaderFile (const string &filename) throw (std::runtime_error); protected: // Member variables string _name; string _code; GLuint _handle; GLint _compiled; }; ///////////////////////////////////////////////////////////////////////////// // // class VertexShader -- GLSL vertex shader object. // ///////////////////////////////////////////////////////////////////////////// class VertexShader : public Shader { public: // Constructor VertexShader (const string &filename); public: // Return the shader enum type virtual GLenum shaderType () const { if (GLEW_VERSION_2_0) return GL_VERTEX_SHADER; else return GL_VERTEX_SHADER_ARB; } }; ///////////////////////////////////////////////////////////////////////////// // // class FragmentShader -- GLSL fragment shader object. // ///////////////////////////////////////////////////////////////////////////// class FragmentShader : public Shader { public: // Constructor FragmentShader (const string &filename); public: // Return the shader enum type virtual GLenum shaderType () const { if (GLEW_VERSION_2_0) return GL_FRAGMENT_SHADER; else return GL_FRAGMENT_SHADER_ARB; } }; ///////////////////////////////////////////////////////////////////////////// // // class ShaderProgram -- GLSL shader program object. // ///////////////////////////////////////////////////////////////////////////// class ShaderProgram { public: // Constructor/destructor ShaderProgram (const string &name, const VertexShader &vertexShader, const FragmentShader &fragmentShader); ~ShaderProgram (); public: // Public interface void use () const; void unuse () const; void printInfoLog () const; // Accessors const string &name () const { return _name; } GLuint handle () const { return _handle; } bool fail () const { return (_linked == GL_FALSE); } private: // Member variables string _name; GLuint _handle; GLint _linked; }; }}} //end namespace #endif // __SHADER_H__