mirror of
https://github.com/libretro/scummvm.git
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168 lines
4.9 KiB
C++
168 lines
4.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRAPHICS_OPENGL_SHADER_H
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#define GRAPHICS_OPENGL_SHADER_H
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#include "common/file.h"
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#include "common/array.h"
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#include "common/ptr.h"
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#include "math/matrix3.h"
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#include "math/matrix4.h"
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#include "math/vector2d.h"
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#include "math/vector3d.h"
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#include "math/vector4d.h"
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#include "graphics/opengl/system_headers.h"
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namespace OpenGL {
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namespace BuiltinShaders {
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extern const char *boxVertex, *boxFragment;
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extern const char *compatVertex, *compatFragment;
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extern const char *controlVertex, *controlFragment;
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}
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struct VertexAttrib {
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VertexAttrib(uint32 idx, const char *name) :
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_enabled(false), _idx(idx), _name(name), _vbo(0), _size(0),
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_type(GL_FLOAT), _normalized(false), _stride(0), _offset(0) {}
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bool _enabled;
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uint32 _idx;
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Common::String _name;
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GLuint _vbo;
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GLint _size;
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GLenum _type;
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bool _normalized;
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GLsizei _stride;
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size_t _offset;
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float _const[4];
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};
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class ShaderGL {
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typedef Common::HashMap<Common::String, GLint> UniformsMap;
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public:
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~ShaderGL();
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ShaderGL* clone() {
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return new ShaderGL(*this);
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}
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void use(bool forceReload = false);
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void setUniform(const char *uniform, const Math::Matrix4 &m) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniformMatrix4fv(pos, 1, GL_FALSE, m.getData());
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}
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void setUniform(const char* uniform, const Math::Matrix3 &m) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniformMatrix3fv(pos, 1, GL_FALSE, m.getData());
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}
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void setUniform(const char *uniform, const Math::Vector4d &v) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniform4fv(pos, 1, v.getData());
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}
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void setUniform(const char *uniform, const Math::Vector3d &v) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniform3fv(pos, 1, v.getData());
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}
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void setUniform(const char *uniform, const Math::Vector2d &v) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniform2fv(pos, 1, v.getData());
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}
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void setUniform(const char *uniform, unsigned int x) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniform1i(pos, x);
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}
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// Different name to avoid overload ambiguity
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void setUniform1f(const char *uniform, float f) {
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GLint pos = getUniformLocation(uniform);
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if (pos != -1)
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glUniform1f(pos, f);
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}
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GLint getUniformLocation(const char *uniform) const {
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UniformsMap::iterator kv = _uniforms->find(uniform);
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if (kv == _uniforms->end()) {
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GLint ret = glGetUniformLocation(*_shaderNo, uniform);
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_uniforms->setVal(uniform, ret);
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return ret;
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} else {
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return kv->_value;
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}
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}
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void enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset);
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void disableVertexAttribute(const char *attrib, int size, const float *data);
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template <int r>
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void disableVertexAttribute(const char *attrib, const Math::Matrix<r,1> &m) {
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disableVertexAttribute(attrib, r, m.getData());
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}
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VertexAttrib & getAttributeAt(uint32 idx);
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VertexAttrib & getAttribute(const char *attrib);
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static GLuint createBuffer(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage = GL_STATIC_DRAW);
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static void freeBuffer(GLuint vbo);
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static ShaderGL *fromFiles(const char *vertex, const char *fragment, const char **attributes);
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static ShaderGL *fromFiles(const char *shared, const char **attributes) {
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return fromFiles(shared, shared, attributes);
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}
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static ShaderGL *fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char **attributes);
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void unbind();
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private:
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ShaderGL(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes);
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// Since this class is cloned using the implicit copy constructor,
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// a reference counting pointer is used to ensure deletion of the OpenGL
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// program upon destruction of the last clone.
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Common::SharedPtr<GLuint> _shaderNo;
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Common::String _name;
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Common::Array<VertexAttrib> _attributes;
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Common::SharedPtr<UniformsMap> _uniforms;
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static ShaderGL *_previousShader;
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};
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} // End of namespace OpenGL
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#endif
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