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https://github.com/love2d/love.git
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160 lines
4.5 KiB
C++
160 lines
4.5 KiB
C++
/**
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* Copyright (c) 2006-2013 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#ifndef LOVE_GRAPHICS_SHADER_H
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#define LOVE_GRAPHICS_SHADER_H
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#include "common/Object.h"
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#include <string>
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#include <map>
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#include <vector>
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#include "OpenGL.h"
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#include "Image.h"
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#include "Canvas.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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// A GLSL shader
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class Shader : public Object, public Volatile
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{
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public:
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// Pointer to currently active Shader.
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static Shader *current;
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enum ShaderType
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{
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TYPE_VERTEX,
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TYPE_FRAGMENT,
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TYPE_MAX_ENUM
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};
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// Type for a list of shader source codes in the form of sources[shadertype] = code
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typedef std::map<ShaderType, std::string> ShaderSources;
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/**
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* Creates a new Shader using a list of source codes.
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* Sources must contain either vertex or fragment shader code, or both.
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**/
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Shader(const ShaderSources &sources);
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virtual ~Shader();
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// Implements Volatile
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virtual bool loadVolatile();
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virtual void unloadVolatile();
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/**
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* Binds this Shader's program to be used when rendering.
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*
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* @param temporary True if we just want to send values to the shader with no intention of rendering.
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**/
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void attach(bool temporary = false);
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/**
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* Detach the currently bound Shader.
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* Causes the GPU rendering pipeline to use fixed functionality in place of shader programs.
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**/
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static void detach();
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/**
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* Returns any warnings this Shader may have generated.
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**/
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std::string getWarnings() const;
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/**
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* Send at least one float or vector value to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of elements in each vector to send.
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* A value of 1 indicates a single-component vector (a float).
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* @param vec Pointer to the float or vector values.
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* @param count Number of float or vector values.
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**/
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void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
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/**
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* Send at least one matrix to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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* @param size Number of rows/columns in the matrix.
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* @param m Pointer to the first element of the first matrix.
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* @param count Number of matrices to send.
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**/
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void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
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/**
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* Send an image to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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**/
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void sendImage(const std::string &name, const Image &image);
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/**
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* Send a canvas to this Shader as a uniform.
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*
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* @param name The name of the uniform variable in the source code.
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**/
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void sendCanvas(const std::string &name, const Canvas &canvas);
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static std::string getGLSLVersion();
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static bool isSupported();
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private:
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GLint getUniformLocation(const std::string &name);
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void checkSetUniformError();
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GLuint compileCode(ShaderType type, const std::string &code);
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void createProgram(const std::vector<GLuint> &shaderids);
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int getTextureUnit(const std::string &name);
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void sendTexture(const std::string &name, GLuint texture);
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// List of all shader code attached to this Shader
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ShaderSources shaderSources;
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GLuint program; // volatile
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// Uniform location buffer map
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std::map<std::string, GLint> uniforms;
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// Texture unit pool for setting images
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std::map<std::string, GLint> textureUnitPool; // textureUnitPool[name] = textureunit
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std::vector<GLuint> activeTextureUnits; // activeTextureUnits[textureunit-1] = textureid
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// Max GPU texture units available for sent images
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static GLint maxTextureUnits;
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// Counts total number of textures bound to each texture unit in all shaders
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static std::vector<int> textureCounters;
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};
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} // opengl
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} // graphics
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} // love
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#endif // LOVE_GRAPHICS_SHADER_H
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