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130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
// This file is part of Glest <https://github.com/Glest>
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//
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// Copyright (C) 2018 The Glest team
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//
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// Glest is a fork of MegaGlest <https://megaglest.org/>
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>
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#ifndef _SHARED_GRAPHICS_GL_SHADERGL_H_
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#define _SHARED_GRAPHICS_GL_SHADERGL_H_
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#include <map>
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#include <vector>
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#include "shader.h"
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#include "opengl.h"
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#include "leak_dumper.h"
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using std::vector;
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using std::string;
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using std::pair;
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namespace Shared {
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namespace Graphics {
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namespace Gl {
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// =====================================================
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// class ShaderProgramGl
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// =====================================================
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class ShaderProgramGl : public ShaderProgram {
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private:
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typedef pair<string, int> AttributePair;
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typedef vector<AttributePair> Attributes;
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private:
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Attributes attributes;
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GLhandleARB handle;
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VertexShader *vertexShader;
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FragmentShader *fragmentShader;
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bool inited;
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public:
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ShaderProgramGl();
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GLhandleARB getHandle() const {
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return handle;
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}
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virtual void init();
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virtual void end();
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virtual void attach(VertexShader *vertexShader, FragmentShader *fragmentShader);
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virtual bool link(string &messages);
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virtual void activate();
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virtual void deactivate();
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virtual void setUniform(const string &name, int value);
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virtual void setUniform(const string &name, float value);
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virtual void setUniform(const string &name, const Vec2f &value);
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virtual void setUniform(const string &name, const Vec3f &value);
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virtual void setUniform(const string &name, const Vec4f &value);
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virtual void setUniform(const string &name, const Matrix3f &value);
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virtual void setUniform(const string &name, const Matrix4f &value);
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void bindAttribute(const string &name, int index);
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private:
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GLint getLocation(const string &name);
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};
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// =====================================================
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// class ShaderGl
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// =====================================================
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class ShaderGl : virtual public Shader {
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protected:
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GLhandleARB handle;
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ShaderSource source;
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bool inited;
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public:
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ShaderGl();
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const ShaderSource *getSource() const {
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return &source;
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}
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GLhandleARB getHandle() const {
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return handle;
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}
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virtual void load(const string &path);
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virtual bool compile(string &messages);
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virtual void end();
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};
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// =====================================================
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// class VertexShaderGl
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// =====================================================
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class VertexShaderGl : public VertexShader, public ShaderGl {
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public:
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virtual void init();
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};
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// =====================================================
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// class FragmentShaderGl
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// =====================================================
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class FragmentShaderGl : public FragmentShader, public ShaderGl {
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public:
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virtual void init();
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};
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}
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}
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} //end namespace
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#endif
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