Open Source Tomb Raider Engine
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.

Shader.h 3.8KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125
  1. /*!
  2. * \file include/system/Shader.h
  3. * \brief OpenGL Shader Implementation
  4. *
  5. * \author xythobuz
  6. */
  7. #ifndef _SHADER_H_
  8. #define _SHADER_H_
  9. #include <string>
  10. #include <vector>
  11. #include "TextureManager.h"
  12. #include <glbinding/gl/gl33.h>
  13. class ShaderBuffer {
  14. public:
  15. ShaderBuffer() : created(false), buffer(0), boundSize(0) { }
  16. ~ShaderBuffer();
  17. void bufferData(int elem, int size, void* data);
  18. template<typename T>
  19. void bufferData(std::vector<T> v)
  20. { bufferData(v.size(), sizeof(T), &v[0]); }
  21. void bindBuffer();
  22. void bindBuffer(int location, int size);
  23. void unbind(int location);
  24. unsigned int getBuffer() { orAssert(created); return buffer; }
  25. int getSize() { return boundSize; }
  26. private:
  27. bool created;
  28. unsigned int buffer;
  29. int boundSize;
  30. };
  31. class ShaderTexture {
  32. public:
  33. ShaderTexture(int w = 512, int h = 512);
  34. ~ShaderTexture();
  35. void clear();
  36. void bind();
  37. int getTexture() { return texture; }
  38. private:
  39. int width, height;
  40. unsigned int framebuffer, depth;
  41. int texture;
  42. };
  43. class Shader {
  44. public:
  45. Shader() : programID(-1) { }
  46. ~Shader();
  47. int compile(const char* vertex, const char* fragment);
  48. void use();
  49. int addUniform(const char* name);
  50. unsigned int getUniform(int n);
  51. void loadUniform(int uni, glm::vec2 vec);
  52. void loadUniform(int uni, glm::vec4 vec);
  53. void loadUniform(int uni, glm::mat4 mat);
  54. void loadUniform(int uni, int texture, TextureStorage store);
  55. static int initialize();
  56. static void shutdown();
  57. static void set2DState(bool on, bool depth = true);
  58. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  59. glm::mat4 MVP, unsigned int texture, TextureStorage store,
  60. gl::GLenum mode = gl::GL_TRIANGLES, ShaderTexture* target = nullptr,
  61. Shader& shader = textureShader);
  62. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  63. std::vector<unsigned short>& indices, glm::mat4 MVP,
  64. unsigned int texture, TextureStorage store,
  65. gl::GLenum mode = gl::GL_TRIANGLES, ShaderTexture* target = nullptr,
  66. Shader& shader = textureShader);
  67. static void drawGLBuffer(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  68. Shader& shader = textureShader);
  69. static void drawGLOnly(std::vector<unsigned short>& indices, glm::mat4 MVP,
  70. unsigned int texture, TextureStorage store,
  71. gl::GLenum mode = gl::GL_TRIANGLES, ShaderTexture* target = nullptr,
  72. Shader& shader = textureShader);
  73. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  74. glm::mat4 MVP, gl::GLenum mode = gl::GL_TRIANGLES,
  75. ShaderTexture* target = nullptr, Shader& shader = colorShader);
  76. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  77. std::vector<unsigned short>& indices, glm::mat4 MVP,
  78. gl::GLenum mode = gl::GL_TRIANGLES, ShaderTexture* target = nullptr,
  79. Shader& shader = colorShader);
  80. static std::string getVersion(bool linked);
  81. private:
  82. int programID;
  83. std::vector<unsigned int> uniforms;
  84. ShaderBuffer vertexBuffer, otherBuffer, indexBuffer;
  85. static void bindProperBuffer(ShaderTexture* target);
  86. static Shader textureShader;
  87. static const char* textureShaderVertex;
  88. static const char* textureShaderFragment;
  89. static Shader colorShader;
  90. static const char* colorShaderVertex;
  91. static const char* colorShaderFragment;
  92. static unsigned int vertexArrayID;
  93. static bool lastBufferWasNotFramebuffer;
  94. };
  95. #endif