123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114 |
- /*!
- * \file include/system/Shader.h
- * \brief OpenGL Shader implementation
- *
- * \author xythobuz
- */
-
- #ifndef _SHADER_H_
- #define _SHADER_H_
-
- #include <vector>
-
- #include "TextureManager.h"
-
- class ShaderBuffer {
- public:
- ShaderBuffer() : created(false), buffer(0), boundSize(0) { }
- ~ShaderBuffer();
-
- void bufferData(int elem, int size, void* data);
-
- template<typename T>
- void bufferData(std::vector<T> v)
- { bufferData(v.size(), sizeof(T), &v[0]); }
-
- void bindBuffer();
- void bindBuffer(int location, int size);
- void unbind(int location);
-
- unsigned int getBuffer() { assert(created); return buffer; }
- int getSize() { return boundSize; }
-
- private:
- bool created;
- unsigned int buffer;
- int boundSize;
- };
-
- class ShaderTexture {
- public:
- ShaderTexture(int w = 512, int h = 512);
- ~ShaderTexture();
-
- void clear();
- void bind();
- int getTexture() { return texture; }
-
- private:
- int width, height;
- unsigned int framebuffer, depth;
- int texture;
- };
-
- class Shader {
- public:
- Shader() : programID(-1) { }
- ~Shader();
-
- int compile(const char* vertex, const char* fragment);
- void use();
-
- int addUniform(const char* name);
- unsigned int getUniform(int n);
-
- void loadUniform(int uni, glm::vec2 vec);
- void loadUniform(int uni, glm::vec4 vec);
- void loadUniform(int uni, glm::mat4 mat);
- void loadUniform(int uni, int texture, TextureStorage store);
-
- static int initialize();
- static void shutdown();
-
- static void set2DState(bool on, bool depth = true);
-
- static void drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, glm::vec4 color, unsigned int texture,
- TextureStorage store = TextureStorage::SYSTEM, unsigned int mode = GL_TRIANGLES,
- ShaderTexture* target = nullptr, Shader& shader = textShader);
-
- static void drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, unsigned int texture, glm::mat4 MVP,
- TextureStorage store = TextureStorage::GAME, ShaderTexture* target = nullptr,
- Shader& shader = textureShader);
- static void drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, ShaderBuffer& indices,
- unsigned int texture, glm::mat4 MVP,
- TextureStorage store = TextureStorage::GAME, ShaderTexture* target = nullptr,
- Shader& shader = textureShader);
-
- static void drawGL(ShaderBuffer& vertices, ShaderBuffer& colors, glm::mat4 MVP,
- unsigned int mode = GL_TRIANGLES, ShaderTexture* target = nullptr,
- Shader& shader = colorShader);
- static void drawGL(ShaderBuffer& vertices, ShaderBuffer& colors, ShaderBuffer& indices,
- glm::mat4 MVP, unsigned int mode = GL_TRIANGLES, ShaderTexture* target = nullptr,
- Shader& shader = colorShader);
-
- private:
- int programID;
- std::vector<unsigned int> uniforms;
-
- static Shader textShader;
- static const char* textShaderVertex;
- static const char* textShaderFragment;
-
- static Shader textureShader;
- static const char* textureShaderVertex;
- static const char* textureShaderFragment;
-
- static Shader colorShader;
- static const char* colorShaderVertex;
- static const char* colorShaderFragment;
-
- static unsigned int vertexArrayID;
- };
-
- #endif
|