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- /*
- ==============================================================================
-
- This file is part of the JUCE library.
- Copyright (c) 2013 - Raw Material Software Ltd.
-
- Permission is granted to use this software under the terms of either:
- a) the GPL v2 (or any later version)
- b) the Affero GPL v3
-
- Details of these licenses can be found 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.juce.com for more information.
-
- ==============================================================================
- */
-
- #ifndef JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
- #define JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
-
- //==============================================================================
- /**
- Manages an OpenGL shader program.
- */
- class JUCE_API OpenGLShaderProgram
- {
- public:
- OpenGLShaderProgram (const OpenGLContext& context) 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.
-
- @returns true if the shader compiled successfully. If not, you can call
- getLastError() to find out what happened.
- */
- bool 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.
- @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;
-
- /** 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;
- /** 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 Attribute
- {
- /** Initialises an attribute.
- The program must have been successfully linked when this
- constructor is called.
- */
- Attribute (const OpenGLShaderProgram& program, const char* attributeName);
-
- /** The attribute's ID number.
- If the uniform couldn't be found, this value will be < 0.
- */
- GLint attributeID;
- };
-
- /** The ID number of the compiled program. */
- GLuint programID;
-
- private:
- const OpenGLContext& context;
- String errorLog;
-
- JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
- };
-
- #endif // JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
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