File: Shader.h

package info (click to toggle)
spring 88.0%2Bdfsg1-1.1
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 41,524 kB
  • sloc: cpp: 343,114; ansic: 38,414; python: 12,257; java: 12,203; awk: 5,748; sh: 1,204; xml: 997; perl: 405; objc: 192; makefile: 181; php: 134; sed: 2
file content (197 lines) | stat: -rwxr-xr-x 6,752 bytes parent folder | download
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
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef SPRING_SHADER_HDR
#define SPRING_SHADER_HDR

#include <string>
#include <vector>

namespace Shader {
	struct IShaderObject {
	public:
		IShaderObject(int shType, const std::string& shSrc):
			objID(0), type(shType), valid(false), src(shSrc) {
		}
		virtual ~IShaderObject() {
		}

		virtual void Compile() {}
		virtual void Release() {}
		unsigned int GetObjID() const { return objID; }
		int GetType() const { return type; }
		bool IsValid() const { return valid; }
		const std::string& GetLog() const { return log; }

	protected:
		unsigned int objID;
		int type;
		bool valid;

		std::string src;
		std::string log;
	};


	struct ARBShaderObject: public Shader::IShaderObject {
	public:
		ARBShaderObject(int, const std::string&);
		void Compile();
		void Release();
	};

	struct GLSLShaderObject: public Shader::IShaderObject {
	public:
		GLSLShaderObject(int, const std::string&);
		void Compile();
		void Release();
	};




	struct IProgramObject {
	public:
		IProgramObject(): objID(0), valid(false) {}
		virtual ~IProgramObject() {}

		virtual void Enable() const = 0;
		virtual void Disable() const = 0;
		virtual void Link() {}
		virtual void Validate() {}
		virtual void Release() = 0;

		virtual void SetUniformTarget(int) {}
		virtual void SetUniformLocation(const std::string&) {}

		virtual void SetUniform1i(int idx, int   v0) const = 0;
		virtual void SetUniform2i(int idx, int   v0, int   v1) const = 0;
		virtual void SetUniform3i(int idx, int   v0, int   v1, int   v2) const = 0;
		virtual void SetUniform4i(int idx, int   v0, int   v1, int   v2, int   v3) const = 0;
		virtual void SetUniform1f(int idx, float v0) const = 0;
		virtual void SetUniform2f(int idx, float v0, float v1) const = 0;
		virtual void SetUniform3f(int idx, float v0, float v1, float v2) const = 0;
		virtual void SetUniform4f(int idx, float v0, float v1, float v2, float v3) const = 0;

		virtual void SetUniform2iv(int idx, const int*   v) const = 0;
		virtual void SetUniform3iv(int idx, const int*   v) const = 0;
		virtual void SetUniform4iv(int idx, const int*   v) const = 0;
		virtual void SetUniform2fv(int idx, const float* v) const = 0;
		virtual void SetUniform3fv(int idx, const float* v) const = 0;
		virtual void SetUniform4fv(int idx, const float* v) const = 0;

		virtual void SetUniformMatrix2fv(int idx, bool transp, const float* v) const {}
		virtual void SetUniformMatrix3fv(int idx, bool transp, const float* v) const {}
		virtual void SetUniformMatrix4fv(int idx, bool transp, const float* v) const {}
		virtual void SetUniformMatrix2dv(int idx, bool transp, const double* v) const {}
		virtual void SetUniformMatrix3dv(int idx, bool transp, const double* v) const {}
		virtual void SetUniformMatrix4dv(int idx, bool transp, const double* v) const {}

		typedef std::vector<const IShaderObject*> SOVec;
		typedef std::vector<const IShaderObject*>::const_iterator SOVecIt;

		virtual void AttachShaderObject(const IShaderObject* so) { shaderObjs.push_back(so); }
		const std::vector<const IShaderObject*>& GetAttachedShaderObjs() const { return shaderObjs; }

		unsigned int GetObjID() const { return objID; }
		bool IsValid() const { return valid; }
		const std::string& GetLog() const { return log; }

	protected:
		unsigned int objID;
		bool valid;

		std::string log;
		std::vector<const IShaderObject*> shaderObjs;
	};


	struct ARBProgramObject: public Shader::IProgramObject {
	public:
		ARBProgramObject();
		void Enable() const;
		void Disable() const;
		void Link();
		void Release();

		void SetUniformTarget(int target) { uniformTarget = target; }

		void SetUniform1i(int idx, int   v0) const;
		void SetUniform2i(int idx, int   v0, int   v1) const;
		void SetUniform3i(int idx, int   v0, int   v1, int   v2) const;
		void SetUniform4i(int idx, int   v0, int   v1, int   v2, int   v3) const;
		void SetUniform1f(int idx, float v0) const;
		void SetUniform2f(int idx, float v0, float v1) const;
		void SetUniform3f(int idx, float v0, float v1, float v2) const;
		void SetUniform4f(int idx, float v0, float v1, float v2, float v3) const;

		void SetUniform2iv(int idx, const int*   v) const;
		void SetUniform3iv(int idx, const int*   v) const;
		void SetUniform4iv(int idx, const int*   v) const;
		void SetUniform2fv(int idx, const float* v) const;
		void SetUniform3fv(int idx, const float* v) const;
		void SetUniform4fv(int idx, const float* v) const;

		void AttachShaderObject(const IShaderObject*);

	private:
		int uniformTarget;
	};

	struct GLSLProgramObject: public Shader::IProgramObject {
	public:
		GLSLProgramObject();
		void Enable() const;
		void Disable() const;
		void Link();
		void Validate();
		void Release();

		void SetUniformLocation(const std::string&);

		void SetUniform1i(int idx, int   v0) const;
		void SetUniform2i(int idx, int   v0, int   v1) const;
		void SetUniform3i(int idx, int   v0, int   v1, int   v2) const;
		void SetUniform4i(int idx, int   v0, int   v1, int   v2, int   v3) const;
		void SetUniform1f(int idx, float v0) const;
		void SetUniform2f(int idx, float v0, float v1) const;
		void SetUniform3f(int idx, float v0, float v1, float v2) const;
		void SetUniform4f(int idx, float v0, float v1, float v2, float v3) const;

		void SetUniform2iv(int idx, const int*   v) const;
		void SetUniform3iv(int idx, const int*   v) const;
		void SetUniform4iv(int idx, const int*   v) const;
		void SetUniform2fv(int idx, const float* v) const;
		void SetUniform3fv(int idx, const float* v) const;
		void SetUniform4fv(int idx, const float* v) const;

		void SetUniformMatrix2fv(int idx, bool transp, const float* v) const;
		void SetUniformMatrix3fv(int idx, bool transp, const float* v) const;
		void SetUniformMatrix4fv(int idx, bool transp, const float* v) const;
		void SetUniformMatrix2dv(int idx, bool transp, const double* v) const;
		void SetUniformMatrix3dv(int idx, bool transp, const double* v) const;
		void SetUniformMatrix4dv(int idx, bool transp, const double* v) const;

		void AttachShaderObject(const IShaderObject*);

	private:
		std::vector<int> uniformLocs;
	};

	/*
	struct GLSLARBProgramObject: public Shader::IProgramObject {
		glCreateProgramObjectARB <==> glCreateProgram
		glCreateShaderObjectARB  <==> glCreateShader
		glDeleteObjectARB        <==> glDelete{Shader,Program}
		glCompileShaderARB       <==> glCompileShader
		glShaderSourceARB        <==> glShaderSource
		glAttachObjectARB        <==> glAttachShader
		glDetachObjectARB        <==> glDetachShader
		glLinkProgramARB         <==> glLinkProgram
		glUseProgramObjectARB    <==> glUseProgram
		glUniform*ARB            <==> glUniform*
		glGetUniformLocationARB  <==> glGetUniformLocation
	};
	*/
}

#endif