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love/src/modules/graphics/opengl/ShaderEffect.h
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2013-01-07 18:26:41 -04:00

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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:
// Different types of shaders.
// Only vertex and fragment shaders have guaranteed support in all ShaderEffects.
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;
};
/**
* Creates a new ShaderEffect using a list of source codes.
* Must contain at least one vertex or fragment shader source.
*
* @param shadersources Vector of shader source codes.
**/
ShaderEffect(const std::vector<ShaderSource> &shadersources);
virtual ~ShaderEffect();
// Implements Volatile
virtual bool loadVolatile();
virtual void unloadVolatile();
/**
* Binds this ShaderEffect'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 ShaderEffect.
* Causes OpenGL to use fixed functionality in place of shader programs.
**/
static void detach();
/**
* Returns any warnings this ShaderEffect may have generated.
**/
std::string getWarnings() const;
/**
* Send at least one float or vector value to this ShaderEffect 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, AKA 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 ShaderEffect 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 ShaderEffect as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param image The image to send.
**/
void sendImage(const std::string &name, const Image &image);
/**
* Send a canvas to this ShaderEffect as a uniform.
*
* @param name The name of the uniform variable in the source code.
* @param canvas The canvas to send.
**/
void sendCanvas(const std::string &name, const Canvas &canvas);
/**
* Returns the maximum GLSL version supported on this system.
**/
static std::string getGLSLVersion();
/**
* Returns whether ShaderEffects are supported on this system.
**/
static bool isSupported();
// pointer to currently active ShaderEffect.
static ShaderEffect *current;
private:
GLint getUniformLocation(const std::string &name);
void checkSetUniformError();
GLuint createShader(const ShaderSource &source);
void createProgram(const std::vector<GLuint> &shaderids);
GLint getTextureUnit(const std::string &name);
void sendTexture(const std::string &name, GLuint texture);
// list of all shader code attached to this ShaderEffect
std::vector<ShaderSource> _shadersources;
GLuint _program; // volatile
// uniform location buffer map
std::map<std::string, GLint> _uniforms;
// texture unit pool for setting images
std::map<std::string, GLint> _textureunitpool; // _textureunitpool[name] = textureunitindex
std::vector<GLuint> _activetextureunits; // _activetextureunits[textureunitindex-1] = textureid
// total max GPU texture units for shaders
static GLint _maxtextureunits;
// counts total number of textures bound to each texture unit in all shaders
static std::vector<int> _texturecounters;
};
} // opengl
} // graphics
} // love
#endif // LOVE_GRAPHICS_EFFECT_H