//============================================================================= // 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 #include //============================================================================= 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 //=============================================================================