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authorsaurabhb172020-02-26 16:14:17 +0530
committerGitHub2020-02-26 16:14:17 +0530
commit003d02608917e7a69d1a98438837e94ccf68352a (patch)
tree1392c90227aeea231c1d86371131e04c40382918 /include/gal/opengl/shader.h
parent886d9cb772e81d2e5262284bc3082664f084337f (diff)
parente255d0622297488c1c52755be670733418c994cf (diff)
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Merge pull request #3 from saurabhb17/master
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+/*
+ * This program source code file is part of KICAD, a free EDA CAD application.
+ *
+ * Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
+ * Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors.
+ *
+ * Graphics Abstraction Layer (GAL) for OpenGL
+ *
+ * Shader class
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program 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.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, you may find one here:
+ * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
+ * or you may search the http://www.gnu.org website for the version 2 license,
+ * or you may write to the Free Software Foundation, Inc.,
+ * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#ifndef SHADER_H_
+#define SHADER_H_
+
+#include <GL/glew.h>
+
+#include <string>
+#include <deque>
+
+namespace KIGFX
+{
+class OPENGL_GAL;
+
+/// Type definition for the shader
+enum SHADER_TYPE
+{
+ SHADER_TYPE_VERTEX = GL_VERTEX_SHADER, ///< Vertex shader
+ SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER, ///< Fragment shader
+ SHADER_TYPE_GEOMETRY = GL_GEOMETRY_SHADER ///< Geometry shader
+};
+
+/**
+ * @brief Class SHADER provides the access to the OpenGL shaders.
+ *
+ * The purpose of this class is advanced drawing with OpenGL. One example is using the pixel
+ * shader for drawing exact circles or for anti-aliasing. This class supports vertex, geometry
+ * and fragment shaders.
+ * <br>
+ * Make sure that the hardware supports these features. This can be identified with the "GLEW"
+ * library.
+ */
+class SHADER
+{
+public:
+
+ /**
+ * @brief Constructor
+ */
+ SHADER();
+
+ /**
+ * @brief Destructor
+ */
+ virtual ~SHADER();
+
+ /**
+ * @brief Loads one of the built-in shaders and compiles it.
+ *
+ * @param aShaderNumber is the shader number (indexing from 0).
+ * @param aShaderType is the type of the shader.
+ * @return True in case of success, false otherwise.
+ */
+ bool LoadBuiltinShader( unsigned int aShaderNumber, SHADER_TYPE aShaderType );
+
+ /**
+ * @brief Loads one of the built-in shaders and compiles it.
+ *
+ * @param aShaderSourceName is the shader source file name.
+ * @param aShaderType is the type of the shader.
+ * @return True in case of success, false otherwise.
+ */
+ bool LoadShaderFromFile( const std::string& aShaderSourceName, SHADER_TYPE aShaderType );
+
+ /**
+ * @brief Link the shaders.
+ *
+ * @return true in case of success, false otherwise.
+ */
+ bool Link();
+
+ /**
+ * @brief Use the shader.
+ */
+ inline void Use()
+ {
+ glUseProgram( programNumber );
+ active = true;
+ }
+
+ /**
+ * @brief Deactivate the shader and use the default OpenGL program.
+ */
+ inline void Deactivate()
+ {
+ glUseProgram( 0 );
+ active = false;
+ }
+
+ /**
+ * @brief Returns the current state of the shader.
+ *
+ * @return True if any of shaders is enabled.
+ */
+ inline bool IsActive() const
+ {
+ return active;
+ }
+
+ /**
+ * @brief Configure the geometry shader - has to be done before linking!
+ *
+ * @param maxVertices is the maximum of vertices to be generated.
+ * @param geometryInputType is the input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
+ * @param geometryOutputType is the output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
+ */
+ void ConfigureGeometryShader( GLuint maxVertices, GLuint geometryInputType,
+ GLuint geometryOutputType );
+
+ /**
+ * @brief Add a parameter to the parameter queue.
+ *
+ * To communicate with the shader use this function to set up the names for the uniform
+ * variables. These are queued in a list and can be assigned with the SetParameter(..)
+ * method using the queue position.
+ *
+ * @param aParameterName is the name of the parameter.
+ * @return the added parameter location.
+ */
+ int AddParameter( const std::string& aParameterName );
+
+ /**
+ * @brief Set a parameter of the shader.
+ *
+ * @param aParameterNumber is the number of the parameter.
+ * @param aValue is the value of the parameter.
+ */
+ void SetParameter( int aParameterNumber, float aValue ) const;
+ void SetParameter( int aParameterNumber, int aValue ) const;
+
+ /**
+ * @brief Gets an attribute location.
+ *
+ * @param aAttributeName is the name of the attribute.
+ * @return the location.
+ */
+ int GetAttribute( std::string aAttributeName ) const;
+
+private:
+
+ /**
+ * @brief Get the shader program information.
+ *
+ * @param aProgram is the program number.
+ */
+ void programInfo( GLuint aProgram );
+
+ /**
+ * @brief Get the shader information.
+ *
+ * @param aShader is the shader number.
+ */
+ void shaderInfo( GLuint aShader );
+
+ /**
+ * @brief Read the shader source file
+ *
+ * @param aShaderSourceName is the shader source file name.
+ * @return the source as string
+ */
+ std::string readSource( std::string aShaderSourceName );
+
+ /**
+ * @brief Add a shader and compile the shader sources.
+ *
+ * @param aShaderSource is the shader source content.
+ * @param aShaderType is the type of the shader.
+ * @return True in case of success, false otherwise.
+ */
+ bool addSource( const std::string& aShaderSource, SHADER_TYPE aShaderType );
+
+ std::deque<GLuint> shaderNumbers; ///< Shader number list
+ GLuint programNumber; ///< Shader program number
+ bool isProgramCreated; ///< Flag for program creation
+ bool isShaderLinked; ///< Is the shader linked?
+ bool active; ///< Is any of shaders used?
+ GLuint maximumVertices; ///< The maximum of vertices to be generated
+ GLuint geomInputType; ///< Input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
+ GLuint geomOutputType; ///< Output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
+ std::deque<GLint> parameterLocation; ///< Location of the parameter
+};
+} // namespace KIGFX
+
+#endif /* SHADER_H_ */