241 lines
7.2 KiB
C++
241 lines
7.2 KiB
C++
/*
|
|
* This program source code file is part of KICAD, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
|
|
* Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors.
|
|
*
|
|
* Graphics Abstraction Layer (GAL) for OpenGL
|
|
*
|
|
* Shader class
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program 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 General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, you may find one here:
|
|
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
|
|
* or you may search the http://www.gnu.org website for the version 2 license,
|
|
* or you may write to the Free Software Foundation, Inc.,
|
|
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#ifndef SHADER_H_
|
|
#define SHADER_H_
|
|
|
|
#include <GL/glew.h>
|
|
|
|
#include <math/vector2d.h>
|
|
|
|
#include <string>
|
|
#include <deque>
|
|
|
|
namespace KIGFX
|
|
{
|
|
class OPENGL_GAL;
|
|
|
|
/// Type definition for the shader
|
|
enum SHADER_TYPE
|
|
{
|
|
SHADER_TYPE_VERTEX = GL_VERTEX_SHADER, ///< Vertex shader
|
|
SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER, ///< Fragment shader
|
|
SHADER_TYPE_GEOMETRY = GL_GEOMETRY_SHADER ///< Geometry shader
|
|
};
|
|
|
|
namespace DETAIL {
|
|
|
|
inline const char* translateStringArg( const std::string& str )
|
|
{
|
|
return str.c_str();
|
|
}
|
|
|
|
inline const char* translateStringArg( const char* str )
|
|
{
|
|
return str;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* @brief Class SHADER provides the access to the OpenGL shaders.
|
|
*
|
|
* The purpose of this class is advanced drawing with OpenGL. One example is using the pixel
|
|
* shader for drawing exact circles or for anti-aliasing. This class supports vertex, geometry
|
|
* and fragment shaders.
|
|
* <br>
|
|
* Make sure that the hardware supports these features. This can be identified with the "GLEW"
|
|
* library.
|
|
*/
|
|
class SHADER
|
|
{
|
|
public:
|
|
|
|
/**
|
|
* @brief Constructor
|
|
*/
|
|
SHADER();
|
|
|
|
/**
|
|
* @brief Destructor
|
|
*/
|
|
virtual ~SHADER();
|
|
|
|
/**
|
|
* @brief Add a shader and compile the shader sources.
|
|
*
|
|
* @param aArgs is the list of strings (std::string or convertible to const char*) which
|
|
are concatenated and compiled as a single shader source code.
|
|
* @param aShaderType is the type of the shader.
|
|
* @return True in case of success, false otherwise.
|
|
*/
|
|
template< typename... Args >
|
|
bool LoadShaderFromStrings( SHADER_TYPE aShaderType, Args&&... aArgs )
|
|
{
|
|
const char* arr[] = { DETAIL::translateStringArg( aArgs )... };
|
|
return loadShaderFromStringArray( aShaderType, arr, sizeof...(Args) );
|
|
}
|
|
|
|
/**
|
|
* @brief Loads one of the built-in shaders and compiles it.
|
|
*
|
|
* @param aShaderSourceName is the shader source file name.
|
|
* @param aShaderType is the type of the shader.
|
|
* @return True in case of success, false otherwise.
|
|
*/
|
|
bool LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName );
|
|
|
|
/**
|
|
* @brief Link the shaders.
|
|
*
|
|
* @return true in case of success, false otherwise.
|
|
*/
|
|
bool Link();
|
|
|
|
/**
|
|
* @brief Returns true if shaders are linked correctly.
|
|
*/
|
|
bool IsLinked() const
|
|
{
|
|
return isShaderLinked;
|
|
}
|
|
|
|
/**
|
|
* @brief Use the shader.
|
|
*/
|
|
inline void Use()
|
|
{
|
|
glUseProgram( programNumber );
|
|
active = true;
|
|
}
|
|
|
|
/**
|
|
* @brief Deactivate the shader and use the default OpenGL program.
|
|
*/
|
|
inline void Deactivate()
|
|
{
|
|
glUseProgram( 0 );
|
|
active = false;
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the current state of the shader.
|
|
*
|
|
* @return True if any of shaders is enabled.
|
|
*/
|
|
inline bool IsActive() const
|
|
{
|
|
return active;
|
|
}
|
|
|
|
/**
|
|
* @brief Configure the geometry shader - has to be done before linking!
|
|
*
|
|
* @param maxVertices is the maximum of vertices to be generated.
|
|
* @param geometryInputType is the input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
|
|
* @param geometryOutputType is the output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
|
|
*/
|
|
void ConfigureGeometryShader( GLuint maxVertices, GLuint geometryInputType,
|
|
GLuint geometryOutputType );
|
|
|
|
/**
|
|
* @brief Add a parameter to the parameter queue.
|
|
*
|
|
* To communicate with the shader use this function to set up the names for the uniform
|
|
* variables. These are queued in a list and can be assigned with the SetParameter(..)
|
|
* method using the queue position.
|
|
*
|
|
* @param aParameterName is the name of the parameter.
|
|
* @return the added parameter location.
|
|
*/
|
|
int AddParameter( const std::string& aParameterName );
|
|
|
|
/**
|
|
* @brief Set a parameter of the shader.
|
|
*
|
|
* @param aParameterNumber is the number of the parameter.
|
|
* @param aValue is the value of the parameter.
|
|
*/
|
|
void SetParameter( int aParameterNumber, float aValue ) const;
|
|
void SetParameter( int aParameterNumber, int aValue ) const;
|
|
void SetParameter( int aParameterNumber, const VECTOR2D& aValue ) const;
|
|
void SetParameter( int aParameterNumber, float f0, float f1, float f2, float f3 ) const;
|
|
|
|
/**
|
|
* @brief Gets an attribute location.
|
|
*
|
|
* @param aAttributeName is the name of the attribute.
|
|
* @return the location.
|
|
*/
|
|
int GetAttribute( const std::string& aAttributeName ) const;
|
|
|
|
/**
|
|
* @brief Read the shader source file
|
|
*
|
|
* @param aShaderSourceName is the shader source file name.
|
|
* @return the source as string
|
|
*/
|
|
static std::string ReadSource( const std::string& aShaderSourceName );
|
|
|
|
private:
|
|
|
|
/**
|
|
* @brief Compile vertex of fragment shader source code into the program.
|
|
*/
|
|
bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray,
|
|
size_t aSize );
|
|
|
|
/**
|
|
* @brief Get the shader program information.
|
|
*
|
|
* @param aProgram is the program number.
|
|
*/
|
|
void programInfo( GLuint aProgram );
|
|
|
|
/**
|
|
* @brief Get the shader information.
|
|
*
|
|
* @param aShader is the shader number.
|
|
*/
|
|
void shaderInfo( GLuint aShader );
|
|
|
|
std::deque<GLuint> shaderNumbers; ///< Shader number list
|
|
GLuint programNumber; ///< Shader program number
|
|
bool isProgramCreated; ///< Flag for program creation
|
|
bool isShaderLinked; ///< Is the shader linked?
|
|
bool active; ///< Is any of shaders used?
|
|
GLuint maximumVertices; ///< The maximum of vertices to be generated
|
|
GLuint geomInputType; ///< Input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
|
|
GLuint geomOutputType; ///< Output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
|
|
std::deque<GLint> parameterLocation; ///< Location of the parameter
|
|
};
|
|
} // namespace KIGFX
|
|
|
|
#endif /* SHADER_H_ */
|