/* ScummVM - Graphic Adventure Engine * * ScummVM 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 3 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, see . * */ #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/debug.h" #include "graphics/opengl/system_headers.h" namespace OpenGL { 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), _pointer(0) {} bool _enabled; uint32 _idx; Common::String _name; GLuint _vbo; GLint _size; GLenum _type; bool _normalized; GLsizei _stride; uintptr _pointer; float _const[4]; }; class Shader { typedef Common::HashMap UniformsMap; public: Shader(); ~Shader(); Shader *clone() { return new Shader(*this); } void use(bool forceReload = false); bool setUniform(const Common::String &uniform, const Math::Matrix4 &m) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniformMatrix4fv(pos, 1, GL_FALSE, m.getData())); return true; } else { return false; } } bool setUniform(const Common::String &uniform, const Math::Matrix3 &m) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniformMatrix3fv(pos, 1, GL_FALSE, m.getData())); return true; } else { return false; } } bool setUniform(const Common::String &uniform, const Math::Vector4d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform4fv(pos, 1, v.getData())); return true; } else { return false; } } bool setUniform(const Common::String &uniform, const Math::Vector3d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform3fv(pos, 1, v.getData())); return true; } else { return false; } } bool setUniform(const Common::String &uniform, const Math::Vector2d &v) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform2fv(pos, 1, v.getData())); return true; } else { return false; } } bool setUniform(const Common::String &uniform, unsigned int x) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform1i(pos, x)); return true; } else { return false; } } bool setUniform(const Common::String &uniform, const int size, const int *array) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform1iv(pos, size, array)); return true; } else { return false; } } // Different name to avoid overload ambiguity bool setUniform1f(const Common::String &uniform, float f) { GLint pos = getUniformLocation(uniform); if (pos != -1) { use(); GL_CALL(glUniform1f(pos, f)); return true; } else { return false; } } GLint getUniformLocation(const Common::String &uniform) const { UniformsMap::iterator kv = _uniforms->find(uniform); if (kv == _uniforms->end()) { GLint ret; GL_ASSIGN(ret, glGetUniformLocation(*_shaderNo, uniform.c_str())); _uniforms->setVal(uniform, ret); return ret; } else { return kv->_value; } } void enableVertexAttribute(const char *attrib, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); 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()); } bool addAttribute(const char *attrib); 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); /** * Creates a shader object from files * * For shader files (used by games), we used to require GLSL 1.20, this is the default for compatGLSLVersion. * The GLSL version is converted to GLSL ES version if needed. * * @param name The name of the shader for errors messages * @param vertex The vertex shader code * @param fragment The fragment shader code * @param attributes The vertex attributes names for indexing * @param compatGLSLVersion The GLSL version required: 0 for no preprocessing, 100 for GLSL 1.00 and so on * * @return the shader object created */ static Shader *fromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 120); static Shader *fromFiles(const char *shared, const char *const *attributes, int compatGLSLVersion = 120) { return fromFiles(shared, shared, attributes, compatGLSLVersion); } /** * Creates a shader object from strings * * Shader strings are usually included in backends and don't need preprocessing, this is the default for compatGLSLVersion. * The GLSL version is converted to GLSL ES version if needed. * * @param name The name of the shader for errors messages * @param vertex The vertex shader code * @param fragment The fragment shader code * @param attributes The vertex attributes names for indexing * @param compatGLSLVersion The GLSL version required: 0 for no preprocessing, 100 for GLSL 1.00 and so on * * @return the shader object created */ static Shader *fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 0); bool loadFromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 120); bool loadFromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 0); /** * Creates a shader object from strings arrays * * Everything is loaded directly without any preprocessing. * * @param name The name of the shader for errors messages * @param vertexCount The number of vertex shader code parts * @param vertex The vertex shader code parts * @param fragmentCount The number of fragment shader code parts * @param fragment The fragment shader code parts * @param attributes The vertex attributes names for indexing * * @return the loading status */ bool loadFromStringsArray(const Common::String &name, size_t vertexCount, const char *const *vertex, size_t fragmentCount, const char *const *fragment, const char *const *attributes); void unbind(); Common::String &getError() { return _error; } bool hasError() { return !_error.empty(); } private: bool loadShader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char *const *attributes); GLuint createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name, int compatGLSLVersion); GLuint createDirectShader(size_t shaderSourcesCount, const char *const *shaderSources, GLenum shaderType, const Common::String &name); GLuint loadShaderFromFile(const char *base, const char *extension, GLenum shaderType, int compatGLSLVersion); // 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 Shader *_previousShader; static uint32 previousNumAttributes; Common::String _error; }; } // End of namespace OpenGL #endif