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