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love/src/modules/graphics/opengl/ShaderEffect.h
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/**
* Copyright (c) 2006-2012 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_EFFECT_H
#define LOVE_GRAPHICS_EFFECT_H
#include "common/Object.h"
#include <string>
#include <map>
#include <vector>
#include "OpenGL.h"
#include "Image.h"
#include "Canvas.h"
namespace love
{
namespace graphics
{
namespace opengl
{
// A GLSL shader
class ShaderEffect : public Object, public Volatile
{
public:
enum ShaderType
{
TYPE_VERTEX,
TYPE_TESSCONTROL,
TYPE_TESSEVAL,
TYPE_GEOMETRY,
TYPE_FRAGMENT,
TYPE_MAX_ENUM
};
// thin wrapper for GLSL source code
struct ShaderSource
{
std::string code;
ShaderType type;
};
ShaderEffect(const std::vector<ShaderSource> &shadersources);
virtual ~ShaderEffect();
std::string getWarnings() const;
virtual bool loadVolatile();
virtual void unloadVolatile();
void attach(bool temporary = false);
static void detach();
static std::string getGLSLVersion();
static bool isSupported();
static ShaderEffect *current;
void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
void sendImage(const std::string &name, const Image &image);
void sendCanvas(const std::string &name, const Canvas &canvas);
private:
GLint getUniformLocation(const std::string &name);
void checkSetUniformError();
GLuint createShader(const ShaderSource &source);
void createProgram(const std::vector<GLuint> &shaders);
std::vector<ShaderSource> _shadersources; // list of all shader code attached to this ShaderEffect
GLuint _program; // volatile
// uniform location buffer
std::map<std::string, GLint> _uniforms;
static GLint _max_texture_units;
static std::vector<int> _texture_id_counters; // counts total number of textures bound to each texture unit in all shaders
// texture unit pool for setting images
std::map<std::string, GLint> _texture_unit_pool;
std::vector<GLuint> _texture_id_list;
GLint getTextureUnit(const std::string &name);
void sendTexture(const std::string &name, GLuint texture);
};
} // opengl
} // graphics
} // love
#endif // LOVE_GRAPHICS_EFFECT_H