/* ============================================================================== This file is part of the JUCE library - "Jules' Utility Class Extensions" Copyright 2004-11 by Raw Material Software Ltd. ------------------------------------------------------------------------------ JUCE can be redistributed and/or modified under the terms of the GNU General Public License (Version 2), as published by the Free Software Foundation. A copy of the license is included in the JUCE distribution, or can be found online at www.gnu.org/licenses. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. ------------------------------------------------------------------------------ To release a closed-source product which uses JUCE, commercial licenses are available: visit www.rawmaterialsoftware.com/juce for more information. ============================================================================== */ #ifndef __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__ #define __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__ //============================================================================== /** Manages an OpenGL shader program. */ class JUCE_API OpenGLShaderProgram { public: OpenGLShaderProgram() noexcept; ~OpenGLShaderProgram() noexcept; /** Returns the version of GLSL that the current context supports. E.g. @code if (OpenGLShaderProgram::getLanguageVersion() > 1.199) { // ..do something that requires GLSL 1.2 or above.. } @endcode */ static double getLanguageVersion(); /** Compiles and adds a shader to this program. After adding all your shaders, remember to call link() to link them into a usable program. If your app is built in debug mode, this method will assert if the program fails to compile correctly. The shaderType parameter could be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc. */ void addShader (const char* const shaderSourceCode, GLenum shaderType); /** Links all the compiled shaders into a usable program. If your app is built in debug mode, this method will assert if the program fails to link correctly. */ void link() noexcept; /** Represents an openGL uniform value. After a program has been linked, you can create Uniform objects to let you set the uniforms that your shaders use. Be careful not to call the set() functions unless the appropriate program is loaded into the current context. */ struct Uniform { /** Initialises a uniform. The program must have been successfully linked when this constructor is called. */ Uniform (const OpenGLShaderProgram& program, const char* uniformName); /** Sets a float uniform. */ void set (GLfloat n1) const noexcept; /** Sets an int uniform. */ void set (GLint n1) const noexcept; /** Sets a vec2 uniform. */ void set (GLfloat n1, GLfloat n2) const noexcept; /** Sets a vec3 uniform. */ void set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept; /** Sets a vec4 uniform. */ void set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept; /** Sets an ivec4 uniform. */ void set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept; /** Sets a vector float uniform. */ void set (const GLfloat* values, int numValues) const noexcept; /** The uniform's ID number. If the uniform couldn't be found, this value will be < 0. */ GLint uniformID; }; /** The ID number of the compiled program. */ GLuint programID; private: JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram); }; #endif // __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__