//////////////////////////////////////////////////////////////////////////////// // Copyright (c) 2011, Computer Graphics Group RWTH Aachen University // // All rights reserved. // //////////////////////////////////////////////////////////////////////////////// #ifndef ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH #define ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH /* * A ShaderProgram is a wrapper around an OpenGL Program: A combination of Shaders * that are linked together to controll the programmable pipeline stages. * * A ShaderProgram is still quite low-level and just wraps the OpenGL object itself. * * One note on uniforms: * There are basically four ways to set uniform values here: * * setUniform( GLint _location, VALUE ); * setUniform( std::string _location, VALUE ); * setProgramUniform( GLint _location, VALUE ); * setProgramUniform( std::string _location, VALUE ); * * The versions with a std::string as a location are easy to use, just provide the name * the uniform is called in the shaderfile. But it will have to query the uniform location * each call and thus is inefficient! It would be faster to query the location once using * getUniformLocation( std::string ); and use the returned value in combination with the * set*Uniform( GLint, ...) versions. * * Both are provided as setUniform and setProgramUniform: * In order for setUniform(...) to work as intendet the ShaderProgram has to be active ( use() ), * setProgramUniform(...) does not have this limitation and is based on direct state access * (via an extension or a basic simulation of the extension). * Use setProgramUniform if you can't know which program is in use right now, setUniform should * be prefered for performance critical parts of your app. * * In short: setProgramUniform( std::string _location, VALUE ); is the most error proof option * and good for testing out new stuff * setUniform( GLint _location, VALUE ); is best for performance critical code thats * well tested * */ #include #include #include #include #include #include #include #include namespace ACGL{ namespace OpenGL{ class ShaderProgram { ACGL_NOT_COPYABLE(ShaderProgram) // ===================================================================================================== \/ // ============================================================================================ TYPEDEFS \/ // ===================================================================================================== \/ public: typedef std::vector< ConstSharedShader > ConstSharedShaderVec; // ========================================================================================================= \/ // ============================================================================================ CONSTRUCTORS \/ // ========================================================================================================= \/ public: ShaderProgram(void) : mObjectName(0), mShaders() { mObjectName = glCreateProgram(); } virtual ~ShaderProgram(void) { // "DeleteProgram will silently ignore the value zero." - GL Spec glDeleteProgram(mObjectName); } // ==================================================================================================== \/ // ============================================================================================ GETTERS \/ // ==================================================================================================== \/ public: inline GLuint operator() (void) const { return mObjectName; } inline GLuint getObjectName(void) const { return mObjectName; } inline const ConstSharedShaderVec& getShaders (void) const { return mShaders; } // ===================================================================================================== \/ // ============================================================================================ WRAPPERS \/ // ===================================================================================================== \/ public: inline GLint getUniformLocation (const std::string& _nameInShader) const { return glGetUniformLocation (mObjectName, _nameInShader.c_str()); } #if (ACGL_OPENGL_VERSION >= 30) inline GLint getAttributeLocation (const std::string& _nameInShader) const { return glGetAttribLocation (mObjectName, _nameInShader.c_str()); } inline GLint getFragmentDataLocation (const std::string& _nameInShader) const { return glGetFragDataLocation(mObjectName, _nameInShader.c_str()); } inline void bindAttributeLocation (const std::string& _nameInShader, GLuint _location) const { glBindAttribLocation (mObjectName, _location, _nameInShader.c_str()); } inline void bindFragmentDataLocation (const std::string& _nameInShader, GLuint _location) const { glBindFragDataLocation (mObjectName, _location, _nameInShader.c_str()); } #endif inline void use(void) const { glUseProgram(mObjectName); } inline void attachShader(const ConstSharedShader& _shader) { mShaders.push_back(_shader); glAttachShader( mObjectName, _shader->getObjectName() ); } bool link (void) const; inline void setUniform (GLint _location, GLint _v) const { glUniform1i (_location, _v); } inline void setUniform (GLint _location, GLfloat _v) const { glUniform1f (_location, _v); } inline void setUniform (GLint _location, const glm::vec2& _v) const { glUniform2fv(_location, 1, glm::value_ptr(_v)); } inline void setUniform (GLint _location, const glm::vec3& _v) const { glUniform3fv(_location, 1, glm::value_ptr(_v)); } inline void setUniform (GLint _location, const glm::vec4& _v) const { glUniform4fv(_location, 1, glm::value_ptr(_v)); } inline void setUniform (GLint _location, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2fv(_location, 1, _transpose, glm::value_ptr(_v)); } inline void setUniform (GLint _location, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3fv(_location, 1, _transpose, glm::value_ptr(_v)); } inline void setUniform (GLint _location, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4fv(_location, 1, _transpose, glm::value_ptr(_v)); } inline void setTexture (GLint _location, const ConstSharedTexture& _texture, GLenum _unit = 0) const { glUniform1i(_location, _unit); _texture->bind(_unit); } //DSA versions: inline void setProgramUniform (GLint _location, GLint _v) const { glProgramUniform1i (mObjectName, _location, _v); } inline void setProgramUniform (GLint _location, GLfloat _v) const { glProgramUniform1f (mObjectName, _location, _v); } inline void setProgramUniform (GLint _location, const glm::vec2& _v) const { glProgramUniform2fv(mObjectName, _location, 1, glm::value_ptr(_v)); } inline void setProgramUniform (GLint _location, const glm::vec3& _v) const { glProgramUniform3fv(mObjectName, _location, 1, glm::value_ptr(_v)); } inline void setProgramUniform (GLint _location, const glm::vec4& _v) const { glProgramUniform4fv(mObjectName, _location, 1, glm::value_ptr(_v)); } inline void setProgramUniform (GLint _location, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); } inline void setProgramUniform (GLint _location, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); } inline void setProgramUniform (GLint _location, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); } inline void setProgramTexture (GLint _location, const ConstSharedTexture& _texture, GLenum _unit = 0) const { glProgramUniform1i(mObjectName, _location, _unit); _texture->bind(_unit); } // =================================================================================================== \/ // ============================================================================== HIGH LEVEL FUNCTIONS \/ // =================================================================================================== \/ inline void setUniform (const std::string& _nameInShader, GLint _v) const { setUniform( getUniformLocation(_nameInShader), _v); } inline void setUniform (const std::string& _nameInShader, GLfloat _v) const { setUniform( getUniformLocation(_nameInShader), _v); } inline void setUniform (const std::string& _nameInShader, const glm::vec2& _v) const { setUniform( getUniformLocation(_nameInShader), _v); } inline void setUniform (const std::string& _nameInShader, const glm::vec3& _v) const { setUniform( getUniformLocation(_nameInShader), _v); } inline void setUniform (const std::string& _nameInShader, const glm::vec4& _v) const { setUniform( getUniformLocation(_nameInShader), _v); } inline void setUniform (const std::string& _nameInShader, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { setUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setUniform (const std::string& _nameInShader, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { setUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setUniform (const std::string& _nameInShader, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { setUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setTexture (const std::string& _nameInShader, const ConstSharedTexture& _texture, GLenum _unit = 0) const { setUniform( getUniformLocation(_nameInShader), (GLint) _unit); _texture->bind(_unit); } //DSA versions: inline void setProgramUniform (const std::string& _nameInShader, GLint _v) const { setProgramUniform( getUniformLocation(_nameInShader), _v); } inline void setProgramUniform (const std::string& _nameInShader, GLfloat _v) const { setProgramUniform( getUniformLocation(_nameInShader), _v); } inline void setProgramUniform (const std::string& _nameInShader, const glm::vec2& _v) const { setProgramUniform( getUniformLocation(_nameInShader), _v); } inline void setProgramUniform (const std::string& _nameInShader, const glm::vec3& _v) const { setProgramUniform( getUniformLocation(_nameInShader), _v); } inline void setProgramUniform (const std::string& _nameInShader, const glm::vec4& _v) const { setProgramUniform( getUniformLocation(_nameInShader), _v); } inline void setProgramUniform (const std::string& _nameInShader, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { setProgramUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setProgramUniform (const std::string& _nameInShader, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { setProgramUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setProgramUniform (const std::string& _nameInShader, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { setProgramUniform( getUniformLocation(_nameInShader), _v, _transpose ); } inline void setProgramTexture (const std::string& _nameInShader, const ConstSharedTexture& _texture, GLenum _unit = 0) const { setProgramUniform( getUniformLocation(_nameInShader), (GLint) _unit); _texture->bind(_unit); } // =================================================================================================== \/ // ============================================================================================ FIELDS \/ // =================================================================================================== \/ protected: GLuint mObjectName; ConstSharedShaderVec mShaders; }; ACGL_SHARED_TYPEDEF(ShaderProgram) } // OpenGL } // ACGL #endif // ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH