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180 lines
5.0 KiB
C++
180 lines
5.0 KiB
C++
/**
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* Copyright (c) 2006-2012 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_EFFECT_H
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#define LOVE_GRAPHICS_EFFECT_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 ShaderEffect : public Object, public Volatile
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{
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public:
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// Different types of shaders.
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// Only vertex and fragment shaders have guaranteed support in all ShaderEffects.
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enum ShaderType
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{
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TYPE_VERTEX,
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TYPE_TESSCONTROL,
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TYPE_TESSEVAL,
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TYPE_GEOMETRY,
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TYPE_FRAGMENT,
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TYPE_MAX_ENUM
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};
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// thin wrapper for GLSL source code.
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struct ShaderSource
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{
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std::string code;
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ShaderType type;
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};
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/**
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* Creates a new ShaderEffect using a list of source codes.
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* Must contain at least one vertex or fragment shader source.
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*
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* @param shadersources Vector of shader source codes.
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**/
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ShaderEffect(const std::vector<ShaderSource> &shadersources);
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virtual ~ShaderEffect();
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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 ShaderEffect'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 ShaderEffect.
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* Causes OpenGL 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 ShaderEffect 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 ShaderEffect 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, AKA 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 ShaderEffect 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 ShaderEffect 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 image The image to send.
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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 ShaderEffect 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 canvas The canvas to send.
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**/
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void sendCanvas(const std::string &name, const Canvas &canvas);
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/**
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* Returns the maximum GLSL version supported on this system.
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**/
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static std::string getGLSLVersion();
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/**
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* Returns whether ShaderEffects are supported on this system.
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**/
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static bool isSupported();
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// pointer to currently active ShaderEffect.
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static ShaderEffect *current;
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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 createShader(const ShaderSource &source);
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void createProgram(const std::vector<GLuint> &shaderids);
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GLint 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 ShaderEffect
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std::vector<ShaderSource> _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] = textureunitindex
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std::vector<GLuint> _activetextureunits; // _activetextureunits[textureunitindex-1] = textureid
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// total max GPU texture units for shaders
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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_EFFECT_H
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