334 lines
14 KiB
C++
334 lines
14 KiB
C++
/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef SHADER_H
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#define SHADER_H
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// Libraries
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#include "definitions.h"
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#include "maths/Matrix4.h"
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#include "maths/Vector2.h"
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#include "maths/Vector3.h"
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#include "maths/Vector4.h"
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#include <string>
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#include <iostream>
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#include <stdexcept>
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#include <exception>
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#include <nanogui/opengl.h>
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namespace openglframework {
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// Class Shader
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class Shader {
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private :
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// -------------------- Attributes -------------------- //
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// Shader object program ID
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GLuint mProgramObjectID;
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// Filenames of the vertex and fragment shaders
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std::string mFilenameVertexShader, mFilenameFragmentShader;
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public :
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// -------------------- Methods -------------------- //
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// Constructor
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Shader();
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// Constructor with arguments
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Shader(const std::string vertexShaderFilename, const std::string fragmentShaderFilename);
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// Destructor
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~Shader();
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// Create the shader
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bool create(const std::string vertexShaderFilename,
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const std::string fragmentShaderFilename);
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// Clear the shader
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void destroy();
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// Bind the shader
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void bind() const;
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// Unbind the shader
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void unbind() const;
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// Return the location of a uniform variable inside a shader program
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GLint getUniformLocation(const std::string& variableName, bool errorIfMissing = true) const;
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// Return the location of an attribute variable inside a shader program
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GLint getAttribLocation(const std::string& variableName, bool errorIfMissing = true) const;
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// Set a float uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setFloatUniform(const std::string& variableName, float value, bool errorIfMissing = true) const;
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// Set an int uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setIntUniform(const std::string& variableName, int value, bool errorIfMissing = true) const;
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// Set an array of int uniform values to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setIntArrayUniform(const std::string& variableName, GLint* values, int nbValues, bool errorIfMissing = true) const;
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// Set a vector 2 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setVector2Uniform(const std::string& variableName, const Vector2& v, bool errorIfMissing = true) const;
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// Set a vector 3 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setVector3Uniform(const std::string& variableName, const Vector3& v, bool errorIfMissing = true) const;
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// Set a vector 4 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setVector4Uniform(const std::string& variableName, const Vector4 &v, bool errorIfMissing = true) const;
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// Set a 3x3 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setMatrix3x3Uniform(const std::string& variableName, const float* matrix,
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bool transpose = false, bool errorIfMissing = true) const;
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// Set a 3x3 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setMatrix3x3Uniform(const std::string& variableName, const Matrix3& matrix, bool errorIfMissing = true) const;
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// Set a 4x4 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setMatrix4x4Uniform(const std::string& variableName, const float* matrix,
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bool transpose = false, bool errorIfMissing = true) const;
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// Set a 4x4 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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void setMatrix4x4Uniform(const std::string& variableName, const Matrix4& matrix, bool errorIfMissing = true) const;
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// Return the shader object program ID
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GLuint getProgramObjectId() const;
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// Return true if the needed OpenGL extensions are available
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static bool checkOpenGLExtensions();
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};
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// Bind the shader
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inline void Shader::bind() const {
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assert(mProgramObjectID != 0);
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glUseProgram(mProgramObjectID);
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}
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// Unbind the shader
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inline void Shader::unbind() const {
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assert(mProgramObjectID != 0);
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glUseProgram(0);
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}
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// Return the location of a uniform variable inside a shader program
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inline GLint Shader::getUniformLocation(const std::string& variableName, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = glGetUniformLocation(mProgramObjectID, variableName.c_str());
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if (location == -1 && errorIfMissing) {
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std::cerr << "Error in vertex shader " << mFilenameVertexShader << " or in fragment shader"
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<< mFilenameFragmentShader << " : No Uniform variable : " << variableName
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<< std::endl;
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//throw std::logic_error("Error in Shader");
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}
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return location;
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}
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// Return the location of an attribute variable inside a shader program
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inline GLint Shader::getAttribLocation(const std::string& variableName, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = glGetAttribLocation(mProgramObjectID, variableName.c_str());
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if (location == -1 && errorIfMissing) {
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std::cerr << "Error in vertex shader " << mFilenameVertexShader << " or in fragment shader"
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<< mFilenameFragmentShader << " : No variable : " << variableName
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<< std::endl;
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throw std::logic_error("Error in Shader");
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}
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return location;
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}
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// Clear the shader
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inline void Shader::destroy() {
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if (mProgramObjectID != 0) {
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glDeleteProgram(mProgramObjectID);
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mProgramObjectID = 0;
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}
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}
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// Set a float uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setFloatUniform(const std::string& variableName, float value, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform1f(location, value);
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}
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}
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// Set an int uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setIntUniform(const std::string& variableName, int value, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform1i(location, value);
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}
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}
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// Set an array of int uniform values to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setIntArrayUniform(const std::string& variableName, GLint* values, int nbValues, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform1iv(location, nbValues, values);
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}
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}
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// Set a vector 2 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setVector2Uniform(const std::string& variableName, const Vector2& v, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform2f(location, v.x, v.y);
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}
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}
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// Set a vector 3 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setVector3Uniform(const std::string& variableName, const Vector3 &v, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform3f(location, v.x, v.y, v.z);
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}
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}
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// Set a vector 4 uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setVector4Uniform(const std::string& variableName, const Vector4& v, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniform4f(location, v.x, v.y, v.z, v.w);
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}
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}
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// Set a 4x4 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setMatrix3x3Uniform(const std::string& variableName, const float* matrix,
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bool transpose, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniformMatrix3fv(location, 1, transpose, matrix);
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}
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}
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// Set a 3x3 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setMatrix3x3Uniform(const std::string& variableName, const Matrix3& matrix, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLfloat mat[9];
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for (int i=0; i<3; i++) {
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for (int j=0; j<3; j++) {
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mat[i*3 + j] = matrix.getValue(i, j);
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}
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}
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniformMatrix3fv(location, 1, true, mat);
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}
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}
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// Set a 4x4 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setMatrix4x4Uniform(const std::string& variableName, const float* matrix,
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bool transpose, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniformMatrix4fv(location, 1, transpose, matrix);
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}
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}
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// Set a 4x4 matrix uniform value to this shader (be careful if the uniform is not
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// used in the shader, the compiler will remove it, then when you will try
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// to set it, an assert will occur)
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inline void Shader::setMatrix4x4Uniform(const std::string& variableName, const Matrix4& matrix, bool errorIfMissing) const {
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assert(mProgramObjectID != 0);
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GLfloat mat[16];
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for (int i=0; i<4; i++) {
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for (int j=0; j<4; j++) {
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mat[i*4 + j] = matrix.m[i][j];
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}
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}
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GLint location = getUniformLocation(variableName, errorIfMissing);
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if (location != -1) {
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glUniformMatrix4fv(location, 1, true, mat);
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}
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}
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// Return the shader object program ID
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inline GLuint Shader::getProgramObjectId() const {
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return mProgramObjectID;
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}
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// Return true if the needed OpenGL extensions are available for shaders
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inline bool Shader::checkOpenGLExtensions() {
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// Check that GLSL vertex and fragment shaders are available on the platform
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//return (GLEW_VERSION_2_0 || (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader));
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return true;
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}
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}
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#endif
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