reactphysics3d/testbed/opengl-framework/src/Shader.h
2020-05-06 00:34:56 +02:00

334 lines
14 KiB
C++

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