103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
#pragma once
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#include <cgv/render/context.h>
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#include "lib_begin.h"
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namespace cgv {
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namespace render {
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/** a globally unique shader config is registered by default when the cgv library
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is used. Currently it has one member only defining the search path for shader
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files. The shader path is initialized to the environment variable CGV_SHADER_PATH
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or empty otherwise. It can also be set with a command line argument of the form
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type(shader_config):shader_path='@(INPUT_PATH)'
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or in a config file as
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type(shader_config):shader_path='D:/my_shaders'
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To set the shader path at runtime, query the shader_config with the
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get_shader_config() function.
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*/
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struct CGV_API shader_config : public cgv::base::base
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{
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/// the path used to find shaders with the cgv::utils::file::find_in_paths function
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std::string shader_path;
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/// whether to keep track of file names
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bool trace_file_names;
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/// mapping of shader index to file name
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std::vector<std::string> shader_file_names;
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/// mapping of shader index to inserted files name
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std::vector<std::string> inserted_shader_file_names;
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/// construct config without file name tracing
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shader_config();
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/// return "shader_config"
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std::string get_type_name() const;
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/// reflect the shader_path member
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bool self_reflect(cgv::reflect::reflection_handler& srh);
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};
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/// type of ref counted pointer to shader configuration
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typedef cgv::data::ref_ptr<shader_config> shader_config_ptr;
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/// return a pointer to the current shader configuration
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extern CGV_API shader_config_ptr get_shader_config();
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/** a shader code object holds a code fragment of a geometry
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vertex or fragment shader and can be added to a shader
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program. */
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class CGV_API shader_code : public render_component
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{
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protected:
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/// store the shader type
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ShaderType st;
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public:
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///create shader a shader code object
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shader_code();
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/// calls the destruct method
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~shader_code();
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/** Check if file exists. If not, check if a resource file of this
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file_name has been registered. If not search it recursively in the
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shader_path of the shader_config that can be accessed with the
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function get_shader_config(). This path is initialized to the
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environment variable CGV_SHADER_PATH or empty if that is not
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defined. */
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static std::string find_file(const std::string& file_name);
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/** format given last error in a way that developer environments can locate errors in the source file */
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static std::string get_last_error(const std::string& file_name, const std::string& last_error);
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/// read shader code from file and return string with content or empty string if read failed
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static std::string read_code_file(const std::string &file_name, std::string* _last_error = 0);
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/** detect the shader type from the extension of the given
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file_name, i.e.
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- glvs ... ST_VERTEX
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- glgs ... ST_GEOMETRY
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- glfs ... ST_FRAGMENT
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*/
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static ShaderType detect_shader_type(const std::string& file_name);
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/// destruct shader code
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void destruct(context& ctx);
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/** read shader code from file that is searched for with find_file.
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If the shader type defaults to ST_DETECT, the detect_shader_type()
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method is applied to the file name.*/
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bool read_code(context& ctx, const std::string &file_name, ShaderType st = ST_DETECT);
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/// set shader code from string
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bool set_code(context& ctx, const std::string &source, ShaderType st);
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/// return the shader type of this code
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ShaderType get_shader_type() const;
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///compile attached source; returns true if successful
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bool compile(context& ctx);
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/** read shader code with read_code and compile. If show_error is true
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print error messages formated with the get_last_error method in case
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an error arose. */
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bool read_and_compile(context& ctx, const std::string &file_name, ShaderType st = ST_DETECT, bool show_error = true);
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/// return whether shader has been compiled successfully
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bool is_compiled() const;
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};
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}
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}
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#include <cgv/config/lib_end.h>
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