/** * Copyright (c) 2006-2017 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. **/ #pragma once // LOVE #include "graphics/Shader.h" #include "graphics/Graphics.h" #include "graphics/Volatile.h" #include "OpenGL.h" // STL #include #include #include namespace love { namespace graphics { namespace opengl { // A GLSL shader class Shader final : public love::graphics::Shader, public Volatile { public: /** * Creates a new Shader using a list of source codes. * Source must contain either vertex or pixel shader code, or both. **/ Shader(const ShaderSource &source); virtual ~Shader(); // Implements Volatile bool loadVolatile() override; void unloadVolatile() override; // Implements Shader. void attach() override; std::string getWarnings() const override; const UniformInfo *getUniformInfo(const std::string &name) const override; const UniformInfo *getUniformInfo(BuiltinUniform builtin) const override; void updateUniform(const UniformInfo *info, int count) override; void sendTextures(const UniformInfo *info, Texture **textures, int count) override; bool hasUniform(const std::string &name) const override; ptrdiff_t getHandle() const override; void setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) override; GLint getAttribLocation(const std::string &name); void updateScreenParams(); void updatePointSize(float size); void updateBuiltinUniforms(); static std::string getGLSLVersion(); static bool isSupported(); private: struct TextureUnit { GLuint texture = 0; TextureType type = TEXTURE_2D; bool active = false; }; // Map active uniform names to their locations. void mapActiveUniforms(); void updateUniform(const UniformInfo *info, int count, bool internalupdate); void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalupdate); int getUniformTypeComponents(GLenum type) const; MatrixSize getMatrixSize(GLenum type) const; UniformType getUniformBaseType(GLenum type) const; TextureType getUniformTextureType(GLenum type) const; bool isDepthTextureType(GLenum type) const; GLuint compileCode(ShaderStage stage, const std::string &code); void flushStreamDraws() const; // Get any warnings or errors generated only by the shader program object. std::string getProgramWarnings() const; // Shader compiler warning strings for individual shader stages. std::map shaderWarnings; // volatile GLuint program; // Location values for any built-in uniform variables. GLint builtinUniforms[BUILTIN_MAX_ENUM]; UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM]; // Location values for any generic vertex attribute variables. GLint builtinAttributes[ATTRIB_MAX_ENUM]; std::map attributes; // Uniform location buffer map std::map uniforms; // Texture unit pool for setting images std::vector textureUnits; std::vector> pendingUniformUpdates; bool canvasWasActive; Rect lastViewport; float lastPointSize; Matrix4 lastTransformMatrix; Matrix4 lastProjectionMatrix; }; // Shader } // opengl } // graphics } // love