/******************************************************************************* * CGoGN: Combinatorial and Geometric modeling with Generic N-dimensional Maps * * version 0.1 * * Copyright (C) 2009, IGG Team, LSIIT, University of Strasbourg * * * * This library is free software; you can redistribute it and/or modify it * * under the terms of the GNU Lesser General Public License as published by the * * Free Software Foundation; either version 2.1 of the License, or (at your * * option) any later version. * * * * This library is distributed in the hope that it will be useful, but WITHOUT * * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * * FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License * * for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this library; if not, write to the Free Software Foundation, * * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * * * * Web site: https://iggservis.u-strasbg.fr/CGoGN/ * * Contact information: cgogn@unistra.fr * * * *******************************************************************************/ /*********************************************** * Thanks to Frederic Larue for this class ***********************************************/ #ifndef __KLIB__GLSHADER__12052005__ #define __KLIB__GLSHADER__12052005__ #include "Utils/os_spec.h" #include //#include #include #include #include namespace CGoGN { namespace Utils { ////////// CLASS DECLARATION ////////// APIEXPORT class GLSLShader { /*********\ | TYPE(S) | \*********/ protected: struct Sampler { int location; int tex_unit; }; struct Uniform { int location; int size; int type; }; /**************\ | ATTRIBUTE(S) | \**************/ protected: GLhandleARB vertex_shader_object; GLhandleARB fragment_shader_object; GLhandleARB geom_shader_object; GLhandleARB program_object; // std::map sampler_list; // std::map unif_list; // std::map attrib_list; /****************\ | CONSTRUCTOR(S) | \****************/ public: GLSLShader(); /***********\ | METHOD(S) | \***********/ protected: char* getInfoLog( GLhandleARB obj ); public: static bool areShadersSupported(); static bool areVBOSupported(); static bool areGeometryShadersSupported(); bool loadVertexShaderSourceString( const char* vertex_shader_source ); bool loadPixelShaderSourceString( const char* pixel_shader_source ); bool loadGeometryShaderSourceString( const char* pixel_shader_source ); bool loadVertexShader( const std::string& filename ); bool loadPixelShader( const std::string& filename ); bool loadGeometryShader( const std::string& filename ); bool create(GLint inputGeometryPrimitive=GL_TRIANGLES,GLint outputGeometryPrimitive=GL_TRIANGLES); inline bool isCreated(); bool isBinded(); virtual bool bind(); virtual void unbind(); bool setSampler( char* sampler_name, int tex_unit ); bool setUniform( char* unif_name, void* value ); GLuint getAttribIndex( char* attribName ); bool loadShaders(const std::string& vs, const std::string& ps); bool loadShaders(const std::string& vs, const std::string& ps, const std::string& gs,GLint inputGeometryPrimitive=GL_TRIANGLES,GLint outputGeometryPrimitive=GL_TRIANGLES); char* loadSourceFile( const std::string& source_file ); std::string findFile(const std::string filename); GLuint program_handler() { return program_object;} static bool init(); /** * bind vertex attribute with its name in shaders */ void bindAttrib(unsigned int att, const char* name); /************\ | DESTRUCTOR | \************/ public: virtual ~GLSLShader(); template void setuniformf( const char* name , float* val) { GLuint uni = glGetUniformLocationARB(program_object,name); switch(NB) { case 1: glUniform1fvARB( uni, 1, val) ; break; case 2: glUniform2fvARB( uni, 2, val) ; break; case 3: glUniform3fvARB( uni, 3, val) ; break; case 4: glUniform4fvARB( uni, 4, val) ; break; } } template void setuniformi( const char* name , int* val) { GLuint uni = glGetUniformLocationARB(program_object,name); switch(NB) { case 1: glUniform1ivARB( uni, 1, val) ; break; case 2: glUniform2ivARB( uni, 2, val) ; break; case 3: glUniform3ivARB( uni, 3, val) ; break; case 4: glUniform4ivARB( uni, 4, val) ; break; } } }; ////////// INLINE FUNCTIONS ////////// inline bool GLSLShader::isCreated() { return ( program_object != 0 ); } } //namespace Utils } //namespace CGoGN #endif /*__KLIB__GLSHADER__12052005__*/