File: Program.h

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#pragma once

#include "glGrib/OpenGL.h"
#include "glGrib/Options.h"
#include <string>
#include <glm/glm.hpp>

namespace glGrib
{

class Program
{
public:
  static void clearCache ();

  static Program * load (const std::string &);

  void set (const std::string & key, bool b)
  {
    set (key, b ? 1 : 0);
  }
  
  void set (const std::string & key, const OptionColor & color)
  {
    set (key, float (color.r) / 255.0f, float (color.g) / 255.0f,
              float (color.b) / 255.0f, float (color.a) / 255.0f);
  }
  
  void set (const std::string & key, float val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform1f (id, val);
  }
  
  void set (const std::string & key, double val)
  {
    set (key, float (val));
  }
  
  void set (const std::string & key, const std::vector<float> & val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform1fv (id, val.size (), val.data ());
  }
  
  void set (const std::string & key, const std::vector<glm::vec4> & val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform4fv (id, val.size (), &val[0][0]);
  }
  
  void set (const std::string & key, const std::vector<int> & val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform1iv (id, val.size (), val.data ());
  }
  
  void set (const std::string & key, long int val)
  {
    set (key, int (val));
  }
  
  void set (const std::string & key, size_t val)
  {
    set (key, int (val));
  }
  
  void set (const std::string & key, int val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform1i (id, val);
  }
  
  void set (const std::string & key, const glm::vec3 & val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform3f (id, val.x, val.y, val.z);
  }
  
  void set (const std::string & key, float x, float y, float z)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform3f (id, x, y, z);
  }
  
  void set (const std::string & key, const glm::vec4 & val)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform4f (id, val.x, val.y, val.z, val.w);
  }
  
  void set (const std::string & key, float x, float y, float z, float w)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniform4f (id, x, y, z, w);
  }
  
  void set (const std::string & key, const glm::mat4 & mat)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniformMatrix4fv (id, 1, GL_FALSE, &mat[0][0]);
  }

  void set (const std::string & key, const glm::mat3 & mat)
  {
    int id = getUniformLocation (key);
    if (id != -1)
      glUniformMatrix3fv (id, 1, GL_FALSE, &mat[0][0]);
  }

  void set (const OptionsLight &);

  void compile ();

  virtual ~Program ();
  void use () const;
  void read (const std::string &);

  GLint getAttributeLocation (const std::string & name) const
  {
    return glGetAttribLocation (programID, name.c_str ());
  }

  GLuint getId () 
  {
    return programID;
  }

  Program () {}

private:
  explicit Program (const std::string & fsc, const std::string & vsc, const std::string & gsc)
                  : FragmentShaderCode (fsc), VertexShaderCode (vsc), GeometryShaderCode (gsc) { }
  explicit Program (const std::string & fsc, const std::string & vsc)
                  : FragmentShaderCode (fsc), VertexShaderCode (vsc), GeometryShaderCode ("") { }
  std::string FragmentShaderCode;
  std::string VertexShaderCode;
  std::string GeometryShaderCode;
  GLuint programID;
  bool loaded = false;
  mutable bool active = false;

  std::map<std::string,int> uniformLocationCache;

  bool hasUniform (const std::string & key) const
  {
    return uniformLocationCache.find (key) != uniformLocationCache.end ();
  }

  int getUniformLocation (const std::string & key)
  {
    auto it = uniformLocationCache.find (key);
    if (it != uniformLocationCache.end ())
      return it->second;
    int id = glGetUniformLocation (programID, key.c_str ());
    uniformLocationCache.insert (std::pair<std::string,int> (key, id));
    return id;
  }

  std::string name;
};



}