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 2.6KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100
  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 <vector>
  10. #include <glm/mat4x4.hpp>
  11. #include <glm/vec2.hpp>
  12. #include <glm/vec4.hpp>
  13. #include "TextureManager.h"
  14. class ShaderBuffer {
  15. public:
  16. ShaderBuffer();
  17. ~ShaderBuffer();
  18. void bufferData(int elem, int size, void* data);
  19. template<typename T>
  20. void bufferData(std::vector<T> v)
  21. { bufferData(v.size(), sizeof(T), &v[0]); }
  22. void bindBuffer();
  23. void bindBuffer(int location, int size);
  24. void unbind(int location);
  25. private:
  26. unsigned int buffer;
  27. };
  28. class Shader {
  29. public:
  30. Shader() : programID(-1) { }
  31. ~Shader();
  32. int compile(const char* vertex, const char* fragment);
  33. void use();
  34. int addUniform(const char* name);
  35. unsigned int getUniform(int n);
  36. void addBuffer(int n = 1);
  37. unsigned int getBuffer(int n);
  38. template<typename T>
  39. void bufferData(int buff, std::vector<T> v)
  40. { bufferData(buff, v.size(), sizeof(T), &v[0]); }
  41. void bufferData(int buff, int elem, int size, void* d);
  42. void loadUniform(int uni, glm::vec2 vec);
  43. void loadUniform(int uni, glm::vec4 vec);
  44. void loadUniform(int uni, glm::mat4 mat);
  45. void loadUniform(int uni, int texture, TextureManager::TextureStorage store, int slot = 0);
  46. void bindBuffer(int buff);
  47. void bindBuffer(int buff, int location, int size);
  48. void disableAttribs();
  49. static int initialize();
  50. static void shutdown();
  51. static void drawGL(std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs,
  52. glm::vec4 color, unsigned int texture);
  53. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  54. std::vector<unsigned short>& indices, glm::mat4 MVP, unsigned int texture);
  55. static void drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  56. std::vector<unsigned short>& indices, glm::mat4 MVP, int mode = GL_TRIANGLES);
  57. private:
  58. int programID;
  59. std::vector<unsigned int> uniforms;
  60. std::vector<unsigned int> buffers;
  61. std::vector<bool> attribs;
  62. static Shader textShader;
  63. static const char* textShaderVertex;
  64. static const char* textShaderFragment;
  65. static Shader textureShader;
  66. static const char* textureShaderVertex;
  67. static const char* textureShaderFragment;
  68. static Shader colorShader;
  69. static const char* colorShaderVertex;
  70. static const char* colorShaderFragment;
  71. static unsigned int vertexArrayID;
  72. };
  73. #endif