/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef GRAPHICS_OPENGL_SHADER_H #define GRAPHICS_OPENGL_SHADER_H #include "common/file.h" #include "common/array.h" #include "common/ptr.h" #include "math/matrix3.h" #include "math/matrix4.h" #include "math/vector2d.h" #include "math/vector3d.h" #include "math/vector4d.h" #include "graphics/opengl/system_headers.h" namespace OpenGL { namespace BuiltinShaders { extern const char *boxVertex, *boxFragment; extern const char *compatVertex, *compatFragment; extern const char *controlVertex, *controlFragment; } struct VertexAttrib { VertexAttrib(uint32 idx, const char *name) : _enabled(false), _idx(idx), _name(name), _vbo(0), _size(0), _type(GL_FLOAT), _normalized(false), _stride(0), _offset(0) {} bool _enabled; uint32 _idx; Common::String _name; GLuint _vbo; GLint _size; GLenum _type; bool _normalized; GLsizei _stride; size_t _offset; float _const[4]; }; class ShaderGL { typedef Common::HashMap UniformsMap; public: ~ShaderGL(); ShaderGL* clone() { return new ShaderGL(*this); } void use(bool forceReload = false); void setUniform(const char *uniform, const Math::Matrix4 &m) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniformMatrix4fv(pos, 1, GL_FALSE, m.getData()); } void setUniform(const char* uniform, const Math::Matrix3 &m) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniformMatrix3fv(pos, 1, GL_FALSE, m.getData()); } void setUniform(const char *uniform, const Math::Vector4d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniform4fv(pos, 1, v.getData()); } void setUniform(const char *uniform, const Math::Vector3d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniform3fv(pos, 1, v.getData()); } void setUniform(const char *uniform, const Math::Vector2d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniform2fv(pos, 1, v.getData()); } void setUniform(const char *uniform, unsigned int x) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniform1i(pos, x); } // Different name to avoid overload ambiguity void setUniform1f(const char *uniform, float f) { GLint pos = getUniformLocation(uniform); if (pos != -1) glUniform1f(pos, f); } GLint getUniformLocation(const char *uniform) const { UniformsMap::iterator kv = _uniforms->find(uniform); if (kv == _uniforms->end()) { GLint ret = glGetUniformLocation(*_shaderNo, uniform); _uniforms->setVal(uniform, ret); return ret; } else { return kv->_value; } } void enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset); void disableVertexAttribute(const char *attrib, int size, const float *data); template void disableVertexAttribute(const char *attrib, const Math::Matrix &m) { disableVertexAttribute(attrib, r, m.getData()); } VertexAttrib & getAttributeAt(uint32 idx); VertexAttrib & getAttribute(const char *attrib); static GLuint createBuffer(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage = GL_STATIC_DRAW); static void freeBuffer(GLuint vbo); static ShaderGL *fromFiles(const char *vertex, const char *fragment, const char **attributes); static ShaderGL *fromFiles(const char *shared, const char **attributes) { return fromFiles(shared, shared, attributes); } static ShaderGL *fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char **attributes); void unbind(); private: ShaderGL(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes); // Since this class is cloned using the implicit copy constructor, // a reference counting pointer is used to ensure deletion of the OpenGL // program upon destruction of the last clone. Common::SharedPtr _shaderNo; Common::String _name; Common::Array _attributes; Common::SharedPtr _uniforms; static ShaderGL *_previousShader; }; } // End of namespace OpenGL #endif