Developer Documentation
GLSLShader.hh
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40\*===========================================================================*/
41
42
43
44#ifndef GLSLSHADER_H
45#define GLSLSHADER_H
46
47//==============================================================================
48
49#include <ACG/Config/ACGDefines.hh>
50#include <ACG/Math/VectorT.hh>
51#include <ACG/Math/GLMatrixT.hh>
52#include <ACG/GL/gl.hh>
53
54#include <list>
55#include <string>
56#include <QStringList>
57
58//==============================================================================
59
63namespace GLSL {
64
65#define GLSL_MAX_LOGSIZE 16384
66
67 typedef std::list<std::string> StringList;
68
71 class ACGDLLEXPORT Shader {
72
73 public:
74 explicit Shader(GLenum shaderType);
75 virtual ~Shader();
76 void setSource(const StringList& source);
77 void setSource(const QStringList& source);
78
79 // FIXME implement StringList getSource();
80 bool compile(bool verbose = true);
81
82 protected:
83 GLuint m_shaderId;
84
85 friend class Program;
86 };
87
88 typedef Shader* PtrShader;
89 typedef const Shader* PtrConstShader;
90
91 //--------------------------------------------------------------------------
92
95 class ACGDLLEXPORT VertexShader : public Shader {
96
97 public:
99 virtual ~VertexShader();
100
101 };
102
104 typedef const VertexShader* PtrVertexConstShader;
105
106 //--------------------------------------------------------------------------
107
110 class ACGDLLEXPORT FragmentShader : public Shader {
111
112 public:
114 virtual ~FragmentShader();
115 };
116
119
120 //--------------------------------------------------------------------------
121
124 class ACGDLLEXPORT GeometryShader : public Shader {
125
126 public:
128 virtual ~GeometryShader();
129 };
130
133
134 //--------------------------------------------------------------------------
135
136#ifdef GL_ARB_tessellation_shader
137
140 class ACGDLLEXPORT TessControlShader : public Shader {
141
142 public:
143 TessControlShader();
144 virtual ~TessControlShader();
145 };
146
147 typedef TessControlShader* PtrTessControlShader;
148 typedef const TessControlShader* PtrConstTessControlShader;
149
150 //--------------------------------------------------------------------------
151
154 class ACGDLLEXPORT TessEvaluationShader : public Shader {
155
156 public:
157 TessEvaluationShader();
158 virtual ~TessEvaluationShader();
159 };
160
161 typedef TessEvaluationShader* PtrTessEvaluationShader;
162 typedef const TessEvaluationShader* PtrConstTessEvaluationShader;
163
164#endif // GL_ARB_tessellation_shader
165
166 //--------------------------------------------------------------------------
167
170 class ACGDLLEXPORT ComputeShader : public Shader {
171
172 public:
174 virtual ~ComputeShader();
175
176
177 // get hw caps
178 struct Caps
179 {
180 int maxUniformBlocks_;
181 int maxTextureImageUnits_;
182 int maxImageUniforms_;
183 int maxSharedMemorySize_;
184 int maxUniformComponents_;
185 int maxAtomicCounterBufs_;
186 int maxAtomicCounters_;
187 int maxCombinedUniformComponents_;
188 int maxWorkGroupInvocations_;
189 int maxWorkGroupCount_[3];
190 int maxWorkGroupSize_[3];
191 };
192
193 static const Caps& caps();
194
195 private:
196
197 static Caps caps_;
198 static bool capsInitialized_;
199 };
200
203
204 //--------------------------------------------------------------------------
205
206
211 class ACGDLLEXPORT Program {
212
213 public:
214 Program();
215 virtual ~Program();
216
217
218
219 //===========================================================================
223 //===========================================================================
224
225 void attach(PtrConstShader _shader);
226 void detach(PtrConstShader _shader);
227 void link();
228
231 //===========================================================================
235 //===========================================================================
236
237 int getAttributeLocation(const char *_name);
238 int getUniformLocation(const char *_name);
239 int getFragDataLocation(const char* _name);
240
241 void bindAttributeLocation(unsigned int _index, const char *_name);
242 void bindFragDataLocation(unsigned int _index, const char *_name);
243
246 //===========================================================================
250 //===========================================================================
251
252 void setUniform(const char *_name, GLint _value);
253 void setUniform(const char *_name, const ACG::Vec2i &_value);
254 void setUniform(const char *_name, const ACG::Vec3i &_value);
255 void setUniform(const char *_name, const ACG::Vec4i &_value);
256
257 void setUniform(const char *_name, GLuint _value);
258 void setUniform(const char *_name, const ACG::Vec2ui &_value);
259 void setUniform(const char *_name, const ACG::Vec3ui &_value);
260 void setUniform(const char *_name, const ACG::Vec4ui &_value);
261
262 void setUniform(const char *_name, GLfloat _value);
263 void setUniform(const char *_name, const ACG::Vec2f &_value);
264 void setUniform(const char *_name, const ACG::Vec3f &_value);
265 void setUniform(const char *_name, const ACG::Vec4f &_value);
266
267
268 void setUniform(const char *_name, const ACG::GLMatrixf &_value, bool _transposed = false);
269 void setUniformMat3(const char *_name, const ACG::GLMatrixf &_value, bool _transposed = false);
270
271
272
273 void setUniform(const char *_name, const GLint *_values, int _count);
274 void setUniform(const char *_name, const GLfloat *_values, int _count);
275 void setUniform(const char *_name, const ACG::Vec2f *_values, int _count);
276 void setUniform(const char *_name, const ACG::Vec3f *_values, int _count);
277 void setUniform(const char *_name, const ACG::Vec4f *_values, int _count);
278 void setUniform(const char *_name, int _index, bool _value);
279
280 void setUniform(const char *_name, int _index, int _value);
281 void setUniform(const char *_name, int _index, float _value);
282
287 //===========================================================================
291 //===========================================================================
292
293 GLuint getUniformBlockIndex(const char *_name);
294
295 void setUniformBlockBinding(GLuint _index, int _binding);
296 void setUniformBlockBinding(const char *_name, int _binding);
297
298 int getUniformBlockSize(GLuint _index);
299 int getUniformBlockSize(const char *_name);
300
301 void getUniformBlockOffsets(int _numUniforms, const char **_names, int *_outOffsets);
302
303
306 //===========================================================================
310 //===========================================================================
311
312 void setGeometryInputType(GLint _type);
313 void setGeometryOutputType(GLint _type);
314 void setGeometryVertexCount(GLint _numVerticesOut);
315
318 //===========================================================================
322 //===========================================================================
323
324 void use();
325 void disable();
326 bool isActive();
327 bool isLinked();
328
331 GLuint getProgramId();
332
333 private:
334
335 std::list<PtrConstShader> m_linkedShaders;
336 GLint m_programId;
337
338 GLint m_linkStatus;
339 };
340
341 typedef Program* PtrProgram;
342 typedef const Program* PtrConstProgram;
343
344 //--------------------------------------------------------------------------
345
346 GLSL::StringList ACGDLLEXPORT loadShader(const char *filename, const GLSL::StringList *macros = 0, bool appendNewLineChar = true, GLSL::StringList *outIncludes = 0);
347
348 GLSL::PtrVertexShader ACGDLLEXPORT loadVertexShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
349 GLSL::PtrFragmentShader ACGDLLEXPORT loadFragmentShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
350 GLSL::PtrGeometryShader ACGDLLEXPORT loadGeometryShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
351 GLSL::PtrShader ACGDLLEXPORT loadTessControlShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
352 GLSL::PtrShader ACGDLLEXPORT loadTessEvaluationShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
353 GLSL::PtrComputeShader ACGDLLEXPORT loadComputeShader(const char *name, const GLSL::StringList *macros = 0, bool verbose = true);
354
360 GLSL::PtrProgram ACGDLLEXPORT loadProgram(const char *vertexShaderFile,
361 const char *fragmentShaderFile,
362 const GLSL::StringList *macros = 0,
363 bool verbose = true);
364
370 GLSL::PtrProgram ACGDLLEXPORT loadProgram(const char *vertexShaderFile,
371 const char *geometryShaderFile,
372 const char *fragmentShaderFile,
373 const GLSL::StringList *macros = 0,
374 bool verbose = true);
375
381 GLSL::PtrProgram ACGDLLEXPORT loadProgram(const char *vertexShaderFile,
382 const char *tessControlShaderFile,
383 const char *tessEvaluationShaderFile,
384 const char *geometryShaderFile,
385 const char *fragmentShaderFile,
386 const GLSL::StringList *macros = 0,
387 bool verbose = true);
388
394 GLSL::PtrProgram ACGDLLEXPORT loadComputeProgram(const char *computeShaderFile,
395 const GLSL::StringList *macros = 0,
396 bool verbose = true);
397}
398
399#endif // GLSLSHADER_H
GLSL compute shader.
Definition: GLSLShader.hh:170
GLSL fragment shader.
Definition: GLSLShader.hh:110
GLSL geometry shader.
Definition: GLSLShader.hh:124
GLSL program class.
Definition: GLSLShader.hh:211
A generic shader base class.
Definition: GLSLShader.hh:71
GLSL vertex shader.
Definition: GLSLShader.hh:95
This namespace contains all the classes and functions for handling GLSL shader and program objects.
Definition: AntiAliasing.hh:66
GLSL::PtrComputeShader loadComputeShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new compute shader.
Definition: GLSLShader.cc:1057
GLSL::PtrFragmentShader loadFragmentShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new vertex shader.
Definition: GLSLShader.cc:983
GLSL::PtrShader loadTessControlShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new tessellation control shader.
Definition: GLSLShader.cc:1018
GLSL::PtrGeometryShader loadGeometryShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new vertex shader.
Definition: GLSLShader.cc:1000
GLSL::PtrShader loadTessEvaluationShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new tessellation evaluation shader.
Definition: GLSLShader.cc:1037
GLSL::PtrProgram loadProgram(const char *vertexShaderFile, const char *tessControlShaderFile, const char *tessEvaluationShaderFile, const char *geometryShaderFile, const char *fragmentShaderFile, const GLSL::StringList *macros, bool verbose)
Definition: GLSLShader.cc:1076
GLSL::StringList loadShader(const char *filename, const GLSL::StringList *macros, bool appendNewLineChar, GLSL::StringList *outIncludes)
Loads the shader source.
Definition: GLSLShader.cc:921
GLSL::PtrProgram loadComputeProgram(const char *computeShaderFile, const GLSL::StringList *macros, bool verbose)
Definition: GLSLShader.cc:1154
GLSL::PtrVertexShader loadVertexShader(const char *name, const GLSL::StringList *macros, bool verbose)
Loads, compiles and installs a new vertex shader.
Definition: GLSLShader.cc:969