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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2022 - Raw Material Software Limited
-
- JUCE is an open source library subject to commercial or open-source
- licensing.
-
- By using JUCE, you agree to the terms of both the JUCE 7 End-User License
- Agreement and JUCE Privacy Policy.
-
- End User License Agreement: www.juce.com/juce-7-licence
- Privacy Policy: www.juce.com/juce-privacy-policy
-
- Or: You may also use this code under the terms of the GPL v3 (see
- www.gnu.org/licenses).
-
- JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
- EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
- DISCLAIMED.
-
- ==============================================================================
- */
-
- namespace juce
- {
-
- //==============================================================================
- /**
- Manages an OpenGL shader program.
-
- @tags{OpenGL}
- */
- class JUCE_API OpenGLShaderProgram
- {
- public:
- /** Creates a shader for use in a particular GL context. */
- OpenGLShaderProgram (const OpenGLContext&) noexcept;
-
- /** Destructor. */
- ~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.
-
- @returns true if the shader compiled successfully. If not, you can call
- getLastError() to find out what happened.
- */
- bool addShader (const String& shaderSourceCode, GLenum shaderType);
-
- /** Compiles and adds a fragment shader to this program.
- This is equivalent to calling addShader() with a type of GL_VERTEX_SHADER.
- */
- bool addVertexShader (const String& shaderSourceCode);
-
- /** Compiles and adds a fragment shader to this program.
- This is equivalent to calling addShader() with a type of GL_FRAGMENT_SHADER.
- */
- bool addFragmentShader (const String& shaderSourceCode);
-
- /** 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.
- @returns true if the program linked successfully. If not, you can call
- getLastError() to find out what happened.
- */
- bool link() noexcept;
-
- /** Get the output for the last shader compilation or link that failed. */
- const String& getLastError() const noexcept { return errorLog; }
-
- /** Selects this program into the current context. */
- void use() const noexcept;
-
- /** Deletes the program. */
- void release() noexcept;
-
- //==============================================================================
- // Methods for setting shader uniforms without using a Uniform object (see below).
- // You must make sure this shader is the currently bound one before setting uniforms
- // with these functions.
-
- /** Get the uniform ID from the variable name */
- GLint getUniformIDFromName (const char* uniformName) const noexcept;
-
- /** Sets a float uniform. */
- void setUniform (const char* uniformName, GLfloat value) noexcept;
- /** Sets an int uniform. */
- void setUniform (const char* uniformName, GLint value) noexcept;
- /** Sets a vec2 uniform. */
- void setUniform (const char* uniformName, GLfloat x, GLfloat y) noexcept;
- /** Sets a vec3 uniform. */
- void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z) noexcept;
- /** Sets a vec4 uniform. */
- void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z, GLfloat w) noexcept;
- /** Sets a vec4 uniform. */
- void setUniform (const char* uniformName, GLint x, GLint y, GLint z, GLint w) noexcept;
- /** Sets a vector float uniform. */
- void setUniform (const char* uniformName, const GLfloat* values, GLsizei numValues) noexcept;
- /** Sets a 2x2 matrix float uniform. */
- void setUniformMat2 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
- /** Sets a 3x3 matrix float uniform. */
- void setUniformMat3 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
- /** Sets a 4x4 matrix float uniform. */
- void setUniformMat4 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) 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 JUCE_API 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, GLfloat 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;
- /** Sets a 2x2 matrix float uniform. */
- void setMatrix2 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
- /** Sets a 3x3 matrix float uniform. */
- void setMatrix3 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
- /** Sets a 4x4 matrix float uniform. */
- void setMatrix4 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
-
- /** The uniform's ID number.
- If the uniform couldn't be found, this value will be < 0.
- */
- GLint uniformID;
-
- private:
- const OpenGLContext& context;
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Uniform)
- };
-
- //==============================================================================
- /** Represents an openGL vertex attribute value.
- After a program has been linked, you can create Attribute objects to let you
- set the attributes that your vertex shaders use.
- */
- struct JUCE_API Attribute
- {
- /** Initialises an attribute.
- The program must have been successfully linked when this
- constructor is called.
- */
- Attribute (const OpenGLShaderProgram&, const char* attributeName);
-
- /** The attribute's ID number.
- If the uniform couldn't be found, this value will be < 0.
- */
- GLuint attributeID;
- };
-
- /** The ID number of the compiled program. */
- GLuint getProgramID() const noexcept;
-
- private:
- const OpenGLContext& context;
- mutable GLuint programID = 0;
- String errorLog;
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
- };
-
- } // namespace juce
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