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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_ */
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