/** * Copyright (c) 2006-2013 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_GRAPHICS_SHADER_H #define LOVE_GRAPHICS_SHADER_H #include "common/Object.h" #include #include #include #include "OpenGL.h" #include "Image.h" #include "Canvas.h" namespace love { namespace graphics { namespace opengl { // A GLSL shader class Shader : public Object, public Volatile { public: // Pointer to currently active Shader. static Shader *current; enum ShaderType { TYPE_VERTEX, TYPE_FRAGMENT, TYPE_MAX_ENUM }; // Type for a list of shader source codes in the form of sources[shadertype] = code typedef std::map ShaderSources; /** * Creates a new Shader using a list of source codes. * Sources must contain either vertex or fragment shader code, or both. **/ Shader(const ShaderSources &sources); virtual ~Shader(); // Implements Volatile virtual bool loadVolatile(); virtual void unloadVolatile(); /** * Binds this Shader's program to be used when rendering. * * @param temporary True if we just want to send values to the shader with no intention of rendering. **/ void attach(bool temporary = false); /** * Detach the currently bound Shader. * Causes the GPU rendering pipeline to use fixed functionality in place of shader programs. **/ static void detach(); /** * Returns any warnings this Shader may have generated. **/ std::string getWarnings() const; /** * Send at least one float or vector value to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. * @param size Number of elements in each vector to send. * A value of 1 indicates a single-component vector (a float). * @param vec Pointer to the float or vector values. * @param count Number of float or vector values. **/ void sendFloat(const std::string &name, int size, const GLfloat *vec, int count); /** * Send at least one matrix to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. * @param size Number of rows/columns in the matrix. * @param m Pointer to the first element of the first matrix. * @param count Number of matrices to send. **/ void sendMatrix(const std::string &name, int size, const GLfloat *m, int count); /** * Send an image to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. **/ void sendImage(const std::string &name, const Image &image); /** * Send a canvas to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. **/ void sendCanvas(const std::string &name, const Canvas &canvas); static std::string getGLSLVersion(); static bool isSupported(); private: GLint getUniformLocation(const std::string &name); void checkSetUniformError(); GLuint compileCode(ShaderType type, const std::string &code); void createProgram(const std::vector &shaderids); int getTextureUnit(const std::string &name); void sendTexture(const std::string &name, GLuint texture); // List of all shader code attached to this Shader ShaderSources shaderSources; GLuint program; // volatile // Uniform location buffer map std::map uniforms; // Texture unit pool for setting images std::map textureUnitPool; // textureUnitPool[name] = textureunit std::vector activeTextureUnits; // activeTextureUnits[textureunit-1] = textureid // Max GPU texture units available for sent images static GLint maxTextureUnits; // Counts total number of textures bound to each texture unit in all shaders static std::vector textureCounters; }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_SHADER_H