test_pie/external/pmp/Shader.h

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2023-09-14 11:12:02 +02:00
//=============================================================================
// Copyright (C) 2011-2017 The pmp-library developers
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//=============================================================================
#pragma once
//=============================================================================
#include <pmp/gl.h>
#include <pmp/MatVec.h>
//=============================================================================
namespace pmp {
//=============================================================================
//! \addtogroup gl
//! @{
//=============================================================================
//! shader class for easy handling of the shader
class Shader
{
public:
//! default constructor
Shader();
//! default destructor
~Shader();
//! is shader valid (ID != 0)
bool isValid() const { return m_pid != 0; }
//! get source from strings, compile, and link vertex and fragment shader,
//! \param vshader string with the adress to the vertex shader
//! \param fshader string with the adress to the fragment shader
bool source(const char* vshader, const char* fshader);
//! load (from file), compile, and link vertex and fragment shader,
//! \param vfile string with the adress to the vertex shader
//! \param ffile string with the adress to the fragment shader
bool load(const char* vfile, const char* ffile);
//! enable/bind this shader program
void use();
//! disable/unbind this shader program
void disable();
//! bind attribute to location
void bind_attrib(const char* name, GLuint index);
//! upload float uniform
//! \param name string of the uniform name
//! \param value the value for the uniform
void set_uniform(const char* name, float value);
//! upload int uniform
//! \param name string of the uniform name
//! \param value the value for the uniform
void set_uniform(const char* name, int value);
//! upload vec3 uniform
//! \param name string of the uniform name
//! \param vec the value for the uniform
void set_uniform(const char* name, const vec3& vec);
//! upload vec4 uniform
//! \param name string of the uniform name
//! \param vec the value for the uniform
void set_uniform(const char* name, const vec4& vec);
//! upload mat3 uniform
//! \param name string of the uniform name
//! \param mat the value for the uniform
void set_uniform(const char* name, const mat3& mat);
//! upload mat4 uniform
//! \param name string of the uniform name
//! \param mat the value for the uniform
void set_uniform(const char* name, const mat4& mat);
private:
//! deletes all shader and frees GPU shader capacities
void cleanup();
//! load shader from file, return as string
bool load(const char* filename, std::string& source);
//! compile a vertex/fragmend shader
//! \param shader source
//! \param type the type of the shader (vertex, fragment)
GLint compile(const char* source, GLenum type);
//! loads a vertex/fragmend shader from a file and compiles it
//! \param filename the location and name of the shader
//! \param type the type of the shader (vertex, geometry, fragment)
GLint load_and_compile(const char* filename, GLenum type);
//! relink: use this after setting/changing attrib location
bool link();
private:
//! id of the linked shader program
GLint m_pid;
//! id of the vertex shader
GLint m_vid;
//! id of the fragmend shader
GLint m_fid;
};
//=============================================================================
//! @}
//=============================================================================
} // namespace pmp
//=============================================================================