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1 #ifndef SHADER_H_
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2 #define SHADER_H_
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3
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4 #include <vector>
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5 #include <string>
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6 #include "vmath/vmath.h"
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7 #include "opengl.h"
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8 #include "dataset.h"
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9
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10 namespace goatgfx {
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11
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12 class ShaderProg;
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13
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14
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15 void bind_shader(const ShaderProg *sdr);
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16 const ShaderProg *get_current_shader();
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17
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18
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19 class Shader {
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20 private:
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21 unsigned int sdr;
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22 unsigned int type;
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23 std::string name, src;
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24
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25 public:
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26 Shader();
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27 ~Shader();
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28
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29 unsigned int get_id() const;
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30
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31 void set_name(const char *name);
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32 const char *get_name() const;
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33
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34 bool create(const char *src, unsigned int type);
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35 void destroy();
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36
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37 bool load(const char *fname, unsigned int type);
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38
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39
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40 // these functions are only meant to be used by the ShaderSet
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41 static Shader *create_shader();
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42 static bool load_shader(Shader *sdr, const char *fname);
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43 static bool done_shader(Shader *sdr, unsigned int type);
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44 static void destroy_shader(Shader *sdr);
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45 };
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46
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47 #define VSDR(s) s, GL_VERTEX_SHADER
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48 #define FSDR(s) s, GL_FRAGMENT_SHADER
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49 #define PSDR(s) FSDR(s)
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50 #define GSDR(s) s, GL_GEOMETRY_SHADER
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51 #define TCSDR(s) s, GL_TESS_CONTROL_SHADER
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52 #define TESDR(s) s, GL_TESS_EVALUATION_SHADER
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53
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54 class ShaderProg {
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55 private:
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56 unsigned int prog;
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57 mutable bool must_link;
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58 std::vector<Shader*> shaders;
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59
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60 struct StateLocCache { int sidx, loc; };
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61 /** a cache of all st_ prefixed uniform locations and their corresponding
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62 * index in the global uniform state vector (see unistate.h)
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63 */
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64 mutable std::vector<StateLocCache> stloc_cache;
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65
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66 void cache_state_uniforms() const;
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67 void setup_state_uniforms() const;
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68
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69 public:
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70 static ShaderProg *current;
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71
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72 ShaderProg();
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73 ~ShaderProg();
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74
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75 /// returns the OpenGL object id for this shader program
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76 unsigned int get_id() const;
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77
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78 /** takes a series of shaders, and constructs a program object by linking
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79 * them together. Terminate with a null pointer (don't use 0!) */
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80 bool create(Shader *sdr, ...);
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81 /// same as above, but with a va_list instead of variable arguments.
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82 bool create(Shader *sdr, va_list ap);
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83 /** takes two shaders (vertex and pixel) and constructs a program object by
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84 * linking them together. Either one can be null. */
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85 bool create(Shader *vsdr, Shader *psdr);
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86
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87 /** takes a series of shader source/shader type pairs and constructs a program
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88 * object by linking them together. Terminate with a null pointer (don't use 0!)
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89 * You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience macros for passing
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90 * the pairs.
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91 * Example: create(VSDR(vsrc0), VSDR(vsrc1), PSDR(psrc), NULL);
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92 */
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93 bool create(const char *src, unsigned int type, ...);
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94 /// same as above, but with a va_list instead of variable arguments.
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95 bool create(const char *src, unsigned int type, va_list ap);
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96 /** takes two shaders source strings (vertex and pixel) and constructs
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97 * a program object by linking them together. Either one can be null. */
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98 bool create(const char *vsrc, const char *psrc);
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99
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100 void destroy();
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101
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102 /** takes a series of shader filename/shader type pairs, loads the shaders and
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103 * constructs a program object by linking them together. Terminate with a null
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104 * pointer (don't use 0!). You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience
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105 * macros for passing the pairs.
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106 * Example: load(VSDR("vsdr1.glsl"), VSDR("vsdr2.glsl"), PSDR("pixel.glsl"), NULL);
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107 */
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108 bool load(const char *fname, unsigned int type, ...);
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109 /// same as above, but with a va_list instead of variable arguments.
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110 bool load(const char *fname, unsigned int type, va_list ap);
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111 /** takes the filenames of two shader files (vertex and pixel), loads them and
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112 * constructs a program object by linking them together. Either one can be null */
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113 bool load(const char *vsrc, const char *psrc);
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114
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115 void add_shader(Shader *sdr);
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116 bool link() const;
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117
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118 void bind() const;
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119
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120 int get_attrib_location(const char *name) const;
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121 void set_attrib_location(const char *name, int loc) const;
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122
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123 int get_uniform_location(const char *name) const;
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124
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125 bool set_uniform(int loc, int val) const;
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126 bool set_uniform(int loc, float val) const;
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127 bool set_uniform(int loc, const Vector2 &v) const;
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128 bool set_uniform(int loc, const Vector3 &v) const;
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129 bool set_uniform(int loc, const Vector4 &v) const;
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130 bool set_uniform(int loc, const Matrix3x3 &m) const;
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131 bool set_uniform(int loc, const Matrix4x4 &m) const;
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132
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133 bool set_uniform(const char *name, int val) const;
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134 bool set_uniform(const char *name, float val) const;
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135 bool set_uniform(const char *name, const Vector2 &v) const;
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136 bool set_uniform(const char *name, const Vector3 &v) const;
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137 bool set_uniform(const char *name, const Vector4 &v) const;
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138 bool set_uniform(const char *name, const Matrix3x3 &m) const;
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139 bool set_uniform(const char *name, const Matrix4x4 &m) const;
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140
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141 friend void setup_unistate(const ShaderProg*);
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142 };
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143
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144 class ShaderSet : public DataSet<Shader*> {
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145 private:
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146 unsigned int type;
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147
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148 public:
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149 ShaderSet(unsigned int type);
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150 };
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151
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152 } // namespace goatgfx
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153
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154 #endif // SHADER_H_
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