ShaderProgram.hh 23.2 KB
Newer Older
Robert Menzel's avatar
Robert Menzel committed
1 2 3 4 5
////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2011, Computer Graphics Group RWTH Aachen University         //
// All rights reserved.                                                       //
////////////////////////////////////////////////////////////////////////////////

6 7
#ifndef ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH
#define ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH
Robert Menzel's avatar
Robert Menzel committed
8

Robert Menzel's avatar
Robert Menzel committed
9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42
/*
 * 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
 *
 */

Robert Menzel's avatar
Robert Menzel committed
43 44
#include <ACGL/ACGL.hh>

45
#include <ACGL/Base/Macros.hh>
Robert Menzel's avatar
Robert Menzel committed
46 47 48
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/OpenGL/Objects/Shader.hh>
#include <ACGL/OpenGL/Objects/Texture.hh>
49
#include <ACGL/OpenGL/Objects/LocationMappings.hh>
50
#include <ACGL/Math/Math.hh>
Robert Menzel's avatar
Robert Menzel committed
51 52 53 54

#include <vector>

namespace ACGL{
Robert Menzel's avatar
Robert Menzel committed
55
namespace OpenGL{
Robert Menzel's avatar
Robert Menzel committed
56

Robert Menzel's avatar
Robert Menzel committed
57 58
//class VertexArrayObject;
//ACGL_SHARED_TYPEDEF(VertexArrayObject)
59

Robert Menzel's avatar
Robert Menzel committed
60 61
//class FrameBufferObject;
//ACGL_SHARED_TYPEDEF(FrameBufferObject)
62

Robert Menzel's avatar
Robert Menzel committed
63 64
class ShaderProgram
{
65
    ACGL_NOT_COPYABLE(ShaderProgram)
66

Robert Menzel's avatar
Robert Menzel committed
67 68 69 70
    // ===================================================================================================== \/
    // ============================================================================================ TYPEDEFS \/
    // ===================================================================================================== \/
public:
71
    typedef std::vector< ConstSharedShader > ConstSharedShaderVec;
Robert Menzel's avatar
Robert Menzel committed
72 73 74 75 76 77

    // ========================================================================================================= \/
    // ============================================================================================ CONSTRUCTORS \/
    // ========================================================================================================= \/
public:
    ShaderProgram(void)
78
    :   mObjectName(0),
Robert Menzel's avatar
Robert Menzel committed
79 80
        mShaders()
    {
81
        mObjectName = glCreateProgram();
Robert Menzel's avatar
Robert Menzel committed
82 83 84 85 86
    }

    virtual ~ShaderProgram(void)
    {
        // "DeleteProgram will silently ignore the value zero." - GL Spec
87
        glDeleteProgram(mObjectName);
Robert Menzel's avatar
Robert Menzel committed
88 89 90 91 92 93
    }

    // ==================================================================================================== \/
    // ============================================================================================ GETTERS \/
    // ==================================================================================================== \/
public:
94 95 96
    inline       GLuint                operator()   (void) const { return mObjectName; }
    inline       GLuint                getObjectName(void) const { return mObjectName; }
    inline const ConstSharedShaderVec& getShaders   (void) const { return mShaders;    }
Robert Menzel's avatar
Robert Menzel committed
97 98 99 100 101

    // ===================================================================================================== \/
    // ============================================================================================ WRAPPERS \/
    // ===================================================================================================== \/
public:
102 103 104
    inline GLint getUniformLocation      (const std::string& _nameInShader) const { return glGetUniformLocation (mObjectName, _nameInShader.c_str()); }
    inline GLint getAttributeLocation    (const std::string& _nameInShader) const { return glGetAttribLocation  (mObjectName, _nameInShader.c_str()); }
    inline void bindAttributeLocation    (const std::string& _nameInShader, GLuint _location) const { glBindAttribLocation   (mObjectName, _location, _nameInShader.c_str()); }
Robert Menzel's avatar
Robert Menzel committed
105 106 107

#if (ACGL_OPENGL_VERSION >= 30)
    inline GLint getFragmentDataLocation (const std::string& _nameInShader) const { return glGetFragDataLocation(mObjectName, _nameInShader.c_str()); }
108
    inline void bindFragmentDataLocation (const std::string& _nameInShader, GLuint _location) const { glBindFragDataLocation (mObjectName, _location, _nameInShader.c_str()); }
109
#endif // OpenGL >= 3.0
Robert Menzel's avatar
Robert Menzel committed
110

111
    inline void use(void) const { glUseProgram(mObjectName); }
Robert Menzel's avatar
Robert Menzel committed
112

113
    inline void attachShader(const ConstSharedShader& _shader)
Robert Menzel's avatar
Robert Menzel committed
114 115
    {
        mShaders.push_back(_shader);
116
        glAttachShader( mObjectName, _shader->getObjectName() );
Robert Menzel's avatar
Robert Menzel committed
117 118 119 120
    }

    bool link (void) const;

121 122 123 124
    // ===================================================================================================== \/
    // ============================================================================================= METHODS \/
    // ===================================================================================================== \/
public:
Robert Menzel's avatar
Robert Menzel committed
125 126 127 128
    // Matches the attribute locations of this ShaderProgram to the names of the ArrayBuffer attributes currently attached to _vao
    //void setAttributeLocationsByVAO( ConstSharedVertexArrayObject _vao );
    // Matches the fragment data locations of this ShaderProgram to the names of the color attachments of _fbo
    //void setFragmentDataLocationsByFBO( ConstSharedFrameBufferObject _fbo );
129 130 131 132 133 134

    //! Sets the attribute locations of this ShaderProgram according to the mappings specified in
    void setAttributeLocations( ConstSharedLocationMappings _locationMappings );

    //! Sets the fragment data locations of this ShaderProgram according to the mappings specified in
    void setFragmentDataLocations( ConstSharedLocationMappings _locationMappings );
Robert Menzel's avatar
Robert Menzel committed
135

136 137 138
    // ===================================================================================================== \/
    // ============================================================================================ UNIFORMS \/
    // ===================================================================================================== \/
139
public:
140 141
    // int by location
    inline void setUniform (GLint _location, GLint _v)             const { glUniform1i (_location, _v); }
142
    inline void setUniform (GLint _location, GLsizei _n, GLint *_v)const { glUniform1iv(_location, _n, _v); }
143 144 145 146 147 148
    inline void setUniform (GLint _location, const glm::ivec2& _v) const { glUniform2iv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::ivec3& _v) const { glUniform3iv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::ivec4& _v) const { glUniform4iv(_location, 1, glm::value_ptr(_v)); }

    // int DSA by location
    inline void setProgramUniform (GLint _location, GLint _v)             const { glProgramUniform1i (mObjectName, _location, _v); }
149
    inline void setProgramUniform (GLint _location, GLsizei _n, GLint *_v)const { glProgramUniform1iv(mObjectName, _location, _n, _v); }
150 151 152
    inline void setProgramUniform (GLint _location, const glm::ivec2& _v) const { glProgramUniform2iv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::ivec3& _v) const { glProgramUniform3iv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::ivec4& _v) const { glProgramUniform4iv(mObjectName, _location, 1, glm::value_ptr(_v)); }
153

154 155 156
#if (ACGL_OPENGL_VERSION >= 30)
    // unsigned int by location
    inline void setUniform (GLint _location, GLuint _v)            const { glUniform1ui (_location, _v); }
157
    inline void setUniform (GLint _location, GLsizei _n, GLuint*_v)const { glUniform1uiv(_location, _n, _v); }
158 159 160 161 162 163
    inline void setUniform (GLint _location, const glm::uvec2& _v) const { glUniform2uiv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::uvec3& _v) const { glUniform3uiv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::uvec4& _v) const { glUniform4uiv(_location, 1, glm::value_ptr(_v)); }

    // unsigned int DSA by location
    inline void setProgramUniform (GLint _location, GLuint _v)            const { glProgramUniform1ui (mObjectName, _location, _v); }
164
    inline void setProgramUniform (GLint _location, GLsizei _n, GLuint*_v)const { glProgramUniform1uiv(mObjectName, _location, _n, _v); }
165 166 167 168 169 170 171
    inline void setProgramUniform (GLint _location, const glm::uvec2& _v) const { glProgramUniform2uiv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::uvec3& _v) const { glProgramUniform3uiv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::uvec4& _v) const { glProgramUniform4uiv(mObjectName, _location, 1, glm::value_ptr(_v)); }
#endif // OpenGL >= 3.0

    // float by location
    inline void setUniform (GLint _location, GLfloat _v)          const { glUniform1f (_location, _v); }
172
    inline void setUniform (GLint _location, GLsizei _n, GLfloat*_v)const{ glUniform1fv(_location, _n, _v); }
Robert Menzel's avatar
Robert Menzel committed
173 174 175
    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)); }
176

177 178
    // float DSA by location
    inline void setProgramUniform (GLint _location, GLfloat _v)          const { glProgramUniform1f (mObjectName, _location, _v); }
179
    inline void setProgramUniform (GLint _location, GLsizei _n, GLfloat*_v)const{ glProgramUniform1fv(mObjectName, _location, _n, _v); }
180 181 182
    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)); }
183

184 185 186
#if (ACGL_OPENGL_VERSION >= 40)
    // double by location
    inline void setUniform (GLint _location, GLdouble _v)          const { glUniform1d (_location, _v); }
187
    inline void setUniform (GLint _location, GLsizei _n, GLdouble*_v)const{ glUniform1dv(_location, _n, _v); }
188 189 190 191 192 193
    inline void setUniform (GLint _location, const glm::dvec2& _v) const { glUniform2dv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dvec3& _v) const { glUniform3dv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dvec4& _v) const { glUniform4dv(_location, 1, glm::value_ptr(_v)); }

    // double DSA by location
    inline void setProgramUniform (GLint _location, GLdouble _v)          const { glProgramUniform1d (mObjectName, _location, _v); }
194
    inline void setProgramUniform (GLint _location, GLsizei _n, GLdouble*_v)const{glProgramUniform1dv(mObjectName, _location, _n, _v); }
195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245
    inline void setProgramUniform (GLint _location, const glm::dvec2& _v) const { glProgramUniform2dv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dvec3& _v) const { glProgramUniform3dv(mObjectName, _location, 1, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dvec4& _v) const { glProgramUniform4dv(mObjectName, _location, 1, glm::value_ptr(_v)); }
#endif // OpenGL >= 4.0

    // float matrix by location
    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::mat2x3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2x3fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat2x4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2x4fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat3x2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3x2fv(_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::mat3x4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3x4fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat4x2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4x2fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat4x3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4x3fv(_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)); }

    // float matrix DSA by location
    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::mat2x3& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2x3fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::mat2x4& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2x4fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::mat3x2& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3x2fv(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::mat3x4& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3x4fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::mat4x2& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4x2fv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::mat4x3& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4x3fv(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)); }

#if (ACGL_OPENGL_VERSION >= 40)
    // double matrix by location
    inline void setUniform (GLint _location, const glm::dmat2&   _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat2x3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2x3dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat2x4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2x4dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat3x2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3x2dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat3&   _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3dv  (_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat3x4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3x4dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat4x2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4x2dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat4x3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4x3dv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::dmat4&   _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4dv  (_location, 1, _transpose, glm::value_ptr(_v)); }

    // double matrix DSA by location
    inline void setProgramUniform (GLint _location, const glm::dmat2&   _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2dv  (mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat2x3& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2x3dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat2x4& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix2x4dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat3x2& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3x2dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat3&   _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3dv  (mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat3x4& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix3x4dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat4x2& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4x2dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat4x3& _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4x3dv(mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setProgramUniform (GLint _location, const glm::dmat4&   _v, GLboolean _transpose = GL_FALSE) const { glProgramUniformMatrix4dv  (mObjectName, _location, 1, _transpose, glm::value_ptr(_v)); }
#endif // OpenGL >= 4.0

Robert Menzel's avatar
Robert Menzel committed
246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261
    //! sets a texture uniform to a given texture unit and also binds the texture to the same unit
    inline void setTexture        (GLint _location,                  const ConstSharedTexture& _texture, GLenum _unit) const { glUniform1i(_location, _unit);                                        _texture->bind(_unit); }
    inline void setTexture        (const std::string& _nameInShader, const ConstSharedTexture& _texture, GLenum _unit) const { setUniform( getUniformLocation(_nameInShader), (GLint) _unit);        _texture->bind(_unit); }
    inline void setProgramTexture (GLint _location,                  const ConstSharedTexture& _texture, GLenum _unit) const { glProgramUniform1i(mObjectName, _location, _unit);                    _texture->bind(_unit); }
    inline void setProgramTexture (const std::string& _nameInShader, const ConstSharedTexture& _texture, GLenum _unit) const { setProgramUniform( getUniformLocation(_nameInShader), (GLint) _unit); _texture->bind(_unit); }

    //! set the texture to the texture unit the uniform is set to.
    //! Note: it is not guaranteed that all uniforms for textures are set to unique samplers by default after linking!
    void setTexture( const std::string& _nameInShader, const ConstSharedTexture& _texture ) {
        GLint unit;
        GLint uniformLocation = getUniformLocation(_nameInShader);
        if ( uniformLocation != -1 ) {
            glGetUniformiv( mObjectName, uniformLocation, &unit );
            _texture->bind( unit );
        }
    }
262

263 264 265
    // ======================================================================================================= \/
    // ============================================================================================ HIGH LEVEL \/
    // ======================================================================================================= \/
266
public:
267 268 269 270 271 272
    // normal:
    template <typename T>
    inline void setUniform (const std::string& _nameInShader, T _v) const
    {
        setUniform( getUniformLocation(_nameInShader), _v);
    }
273

274 275 276 277 278 279
    // DSA:
    template <typename T>
    inline void setProgramUniform (const std::string& _nameInShader, T _v) const
    {
        setProgramUniform( getUniformLocation(_nameInShader), _v);
    }
280

281 282 283 284 285 286 287 288 289 290 291 292 293 294
    // normal for arrays:
    template <typename T>
    inline void setUniform (const std::string& _nameInShader, GLsizei _n, T _v) const
    {
        setUniform( getUniformLocation(_nameInShader), _n, _v);
    }

    // DSA for arrays:
    template <typename T>
    inline void setProgramUniform (const std::string& _nameInShader, GLsizei _n, T _v) const
    {
        setProgramUniform( getUniformLocation(_nameInShader), _n, _v);
    }

295 296 297 298 299 300
    // normal for matrices with additional transpose parameter
    template <typename T>
    inline void setUniform (const std::string& _nameInShader, T _v, GLboolean _transpose) const
    {
        setUniform( getUniformLocation(_nameInShader), _v, _transpose);
    }
301

302 303 304 305 306 307
    // DSA for matrices with additional transpose parameter
    template <typename T>
    inline void setProgramUniform (const std::string& _nameInShader, T _v, GLboolean _transpose) const
    {
        setProgramUniform( getUniformLocation(_nameInShader), _v, _transpose);
    }
Robert Menzel's avatar
Robert Menzel committed
308 309 310 311 312

    // =================================================================================================== \/
    // ============================================================================================ FIELDS \/
    // =================================================================================================== \/
protected:
313
    GLuint               mObjectName;
314
    ConstSharedShaderVec mShaders;
Robert Menzel's avatar
Robert Menzel committed
315 316
};

317
ACGL_SHARED_TYPEDEF(ShaderProgram)
Robert Menzel's avatar
Robert Menzel committed
318 319

} // OpenGL
Robert Menzel's avatar
Robert Menzel committed
320 321
} // ACGL

322
#endif // ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH