File: rfx_shader.h

package info (click to toggle)
meshlab 1.3.2+dfsg1-4
  • links: PTS, VCS
  • area: main
  • in suites: buster, sid
  • size: 21,096 kB
  • ctags: 33,630
  • sloc: cpp: 224,813; ansic: 8,170; xml: 119; makefile: 80
file content (89 lines) | stat: -rw-r--r-- 3,992 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
/****************************************************************************
* MeshLab                                                           o o     *
* A versatile mesh processing toolbox                             o     o   *
*                                                                _   O  _   *
* Copyright(C) 2005-2008                                           \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#ifndef RFX_SHADER_H_
#define RFX_SHADER_H_

#include <QList>
#include "rfx_glpass.h"
#include "rfx_state.h"
#include "rfx_uniform.h"
#include "rfx_rendertarget.h"

class RfxShader
{
public:
	enum SemanticValue {
		VIEWPORTWIDTH, VIEWPORTHEIGHT, VIEWPORTDIMENSIONS, VIEWPORTWIDTHINVERSE,
		VIEWPORTHEIGHTINVERSE, INVERSEVIEWPORTDIMENSIONS,
		PASSINDEX,
		VIEWDIRECTION, VIEWPOSITION, VIEWSIDEVECTOR, VIEWUPVECTOR, FOV,
		NEARCLIPPLANE, FARCLIPPLANE,
		VIEW, VIEWTRANSPOSE, VIEWINVERSE, VIEWINVERSETRANSPOSE,
		PROJECTION, PROJECTIONTRANSPOSE, PROJECTIONINVERSE, PROJECTIONINVERSETRANSPOSE,
		VIEWPROJECTION, VIEWPROJECTIONTRANSPOSE, VIEWPROJECTIONINVERSE, VIEWPROJECTIONINVERSETRANSPOSE,
		WORLD, WORLDTRANSPOSE, WORLDINVERSE, WORLDINVERSETRANSPOSE,
		WORLDVIEW, WORLDVIEWTRANSPOSE, WORLDVIEWINVERSE, WORLDVIEWINVERSETRANSPOSE,
		WORLDVIEWPROJECTION, WORLDVIEWPROJECTIONTRANSPOSE, WORLDVIEWPROJECTIONINVERSE, WORLDVIEWPROJECTIONINVERSETRANSPOSE,
		TOT_SEMANTICS
	};
#define UNIMPLEMENTED(x)	""

	RfxShader();
	virtual ~RfxShader();

	void AddRT(RfxRenderTarget *rt) { renderTargets.append(rt); }
	RfxRenderTarget* GetRT(int idx) { return renderTargets.at(idx); }
	int FindRT(const QString&);
	void AddGLPass(RfxGLPass *pass) { shaderPasses.append(pass); }
	bool AddSemanticUniform(RfxUniform*, const QString&);
	RfxGLPass* GetPass(int idx) { return shaderPasses.at(idx); }
	QString GetSemantic(RfxUniform*);
	int GetTotalPasses() { return shaderPasses.size(); }
	void SortPasses();
	QListIterator<RfxGLPass*> PassesIterator()
	{
		return QListIterator<RfxGLPass*>(shaderPasses);
	}
	void CompileAndLink();
	void Start(int);
	void Stop() { glUseProgram(0); }
	QStringList GetCompilationLog();

	/*
		Checks whether the actual mesh document contains the value needed to set up the value of the special attributes.
		@param md the mesh document to test.
		@return true if the mesh document contains all the value per vertex needed to set up the special attribute values, false otherwise.
	*/
	bool checkSpecialAttributeDataMask(MeshDocument*);

private:
	void UpdateSemanticUniforms(int);

	QList<RfxGLPass*> shaderPasses;
	QList<RfxRenderTarget*> renderTargets;
	QMultiMap<SemanticValue, RfxUniform*> semUniforms;
	static const char *semantic[];
};

#endif /* RFX_SHADER_H_ */