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author | saurabhb17 | 2020-02-26 16:14:17 +0530 |
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committer | GitHub | 2020-02-26 16:14:17 +0530 |
commit | 003d02608917e7a69d1a98438837e94ccf68352a (patch) | |
tree | 1392c90227aeea231c1d86371131e04c40382918 /include/gal/opengl/shader.h | |
parent | 886d9cb772e81d2e5262284bc3082664f084337f (diff) | |
parent | e255d0622297488c1c52755be670733418c994cf (diff) | |
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Merge pull request #3 from saurabhb17/master
secondary files
Diffstat (limited to 'include/gal/opengl/shader.h')
-rw-r--r-- | include/gal/opengl/shader.h | 210 |
1 files changed, 210 insertions, 0 deletions
diff --git a/include/gal/opengl/shader.h b/include/gal/opengl/shader.h new file mode 100644 index 0000000..a83de84 --- /dev/null +++ b/include/gal/opengl/shader.h @@ -0,0 +1,210 @@ +/* + * 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_ */ |