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#pragma once
#include "GL/GLShaderProgram.h"
#include "../Base/Object.h"
#include <memory>
#include <string>
namespace nCine
{
/// Shader
class Shader : public Object
{
friend class ShaderState;
friend class Material;
public:
/** @brief Load mode */
enum class LoadMode {
String,
File
};
/** @brief Introspection mode */
enum class Introspection {
Enabled,
NoUniformsInBlocks,
Disabled
};
/** @brief Built-in vertex shaders */
enum class DefaultVertex {
SPRITE,
SPRITE_NOTEXTURE,
MESHSPRITE,
MESHSPRITE_NOTEXTURE,
//TEXTNODE,
BATCHED_SPRITES,
BATCHED_SPRITES_NOTEXTURE,
BATCHED_MESHSPRITES,
BATCHED_MESHSPRITES_NOTEXTURE,
//BATCHED_TEXTNODES
};
/** @brief Built-in fragment shaders */
enum class DefaultFragment {
SPRITE,
//SPRITE_GRAY,
SPRITE_NOTEXTURE,
//TEXTNODE_ALPHA,
//TEXTNODE_RED,
};
Shader();
Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(const char* shaderName, LoadMode loadMode, const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(LoadMode loadMode, const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(const char* shaderName, LoadMode loadMode, DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(LoadMode loadMode, DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(const char* shaderName, LoadMode loadMode, Introspection introspection, const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(const char* shaderName, LoadMode loadMode, const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
Shader(LoadMode loadMode, const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
~Shader() override;
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
bool LoadFromMemory(const char* shaderName, Introspection introspection, const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromMemory(const char* shaderName, const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromMemory(const char* vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromMemory(const char* shaderName, Introspection introspection, DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromMemory(const char* shaderName, DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromMemory(DefaultVertex vertex, const char* fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromMemory(const char* shaderName, Introspection introspection, const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromMemory(const char* shaderName, const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromMemory(const char* vertex, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(const char* shaderName, Introspection introspection, StringView vertexPath, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromFile(const char* shaderName, StringView vertexPath, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(StringView vertexPath, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(const char* shaderName, Introspection introspection, DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromFile(const char* shaderName, DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(DefaultVertex vertex, StringView fragmentPath, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(const char* shaderName, Introspection introspection, StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize, ArrayView<const StringView> defines = {});
bool LoadFromFile(const char* shaderName, StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromFile(StringView vertexPath, DefaultFragment fragment, std::int32_t batchSize = GLShaderProgram::DefaultBatchSize);
bool LoadFromCache(const char* shaderName, std::uint64_t shaderVersion, Introspection introspection);
bool SaveToCache(const char* shaderName, std::uint64_t shaderVersion) const;
/// Sets the VBO stride and pointer for the specified vertex attribute
bool SetAttribute(const char* name, std::int32_t stride, void* pointer);
/// Returns `true` if the shader is linked and can therefore be used
bool IsLinked() const;
/// Returns the length of the information log including the null termination character
unsigned int RetrieveInfoLogLength() const;
/// Retrieves the information log and copies it in the provided string object
void RetrieveInfoLog(std::string& infoLog) const;
/// Returns the automatic log on errors flag
bool GetLogOnErrors() const;
/// Sets the automatic log on errors flag
/*! If the flag is true the shader will automatically log compilation and linking errors. */
void SetLogOnErrors(bool shouldLogOnErrors);
/// Sets the OpenGL object label for the shader program
void SetGLShaderProgramLabel(const char* label);
/// Registers a shaders to be used for batches of render commands
void RegisterBatchedShader(Shader& batchedShader);
GLShaderProgram* GetHandle() {
return glShaderProgram_.get();
}
inline static ObjectType sType() {
return ObjectType::Shader;
}
private:
/// OpenGL shader program
std::unique_ptr<GLShaderProgram> glShaderProgram_;
bool LoadDefaultShader(DefaultVertex vertex, int batchSize);
bool LoadDefaultShader(DefaultFragment fragment);
};
}
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