171 lines
9.6 KiB
C++
171 lines
9.6 KiB
C++
#pragma once
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#include <set>
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#include "element_traits.h"
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#include "shader_code.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 shader program combines several shader code fragments
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to a complete definition of the shading pipeline. */
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class CGV_API shader_program : public shader_program_base
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{
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protected:
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bool show_code_errors : 1;
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bool linked : 1;
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bool state_out_of_date : 1;
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int nr_attached_geometry_shaders : 13;
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std::vector<shader_code*> managed_codes;
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/// attach a list of files
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bool attach_files(context& ctx, const std::vector<std::string>& file_names);
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/// ensure that the state has been set in the context
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void update_state(context& ctx);
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public:
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/// resolve file name with shader_code::find_file and add file to list if found
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static bool collect_file(const std::string& file_name, std::vector<std::string>& file_names);
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/** collect shader code files that extent the given base name.
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Returns true if at least one shader code file has been collected.*/
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static bool collect_files(const std::string& base_name, std::vector<std::string>& file_names);
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/** collect shader code files from directory. If the directory does not exist
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search it in the shader path of the shader configuration returned
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by get_shader_config(). Returns true if at least one shader code
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file has been collected.*/
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static bool collect_dir(const std::string& dir_name, bool recursive, std::vector<std::string>& file_names);
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/** collect shader code files declared in a shader program file.
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Program files have the extension glpr and contain lines of the form
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command:argument. The following commands can be used
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- file:file_name ... calls attach_file(ctx,file_name)
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- vertex_file:file_name ... calls attach_file(ctx,file_name,ST_VERTEX)
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- geometry_file:file_name ... calls attach_file(ctx,file_name,ST_GEOMETRY)
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- fragment_file:file_name ... calls attach_file(ctx,file_name,ST_FRAGMENT)
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- files:base_name ... calls attach_files(ctx,base_name)
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- dir:dir_name ... calls attach_dir(ctx,dir_name,false)
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- rec_dir:dir_name ... calls attach_dir(ctx,dir_name,true)
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- program:file_name ... calls attach_program(file_name) recursively
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take care, not to generate cyclic includes.
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- geometry_shader_info:input_type;output_type;max_output_count ... calls set_geometry_shader_info
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with input_type, output_type and max_output_count as arguments, where the primitive types
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are one out of points,lines,lines_adjacency,line_strip,line_strip_adjacency,line_loop,
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triangles,triangles_adjacency,triangle_strip,triangle_strip_adjacency,triangle_fan,
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quads,quad_strip,polygon.
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Returns true if at least one shader code file has been collected.*/
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static bool collect_program(const std::string& file_name, std::vector<std::string>& file_names);
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/// return the maximum number of output vertices of a geometry shader
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static unsigned int get_max_nr_geometry_shader_output_vertices(context& ctx);
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/** create empty shader program and set the option whether errors during
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shader code attachment should be printed to std::cerr */
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shader_program(bool _show_code_errors = false);
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/// call destruct method
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~shader_program();
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/// create the shader program
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bool create(context& ctx);
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/// destruct shader program
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void destruct(context& ctx);
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/// attach a compiled shader code instance that is managed outside of program
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bool attach_code(context& ctx, const shader_code& code);
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/// detach a shader code
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bool detach_code(context& ctx, const shader_code& code);
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/// attach a shader code given as string and managed the created shader code object
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bool attach_code(context& ctx, const std::string& source, ShaderType st);
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/// read shader code from file, compile and attach to program
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bool attach_file(context& ctx, const std::string& file_name, ShaderType st = ST_DETECT);
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/// read shader code from files with the given base name, compile and attach them
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bool attach_files(context& ctx, const std::string& base_name);
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/// collect shader code files from directory, compile and attach.
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bool attach_dir(context& ctx, const std::string& dir_name, bool recursive);
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/// collect shader code files declared in shader program file, compile and attach them
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bool attach_program(context& ctx, const std::string& file_name, bool show_error = false);
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/// link shaders to an executable program
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bool link(context& ctx, bool show_error = false);
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/// return whether program is linked
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bool is_linked() const;
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/// successively calls create, attach_files and link.
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bool build_files(context& ctx, const std::string& base_name, bool show_error = false);
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/// successively calls create, attach_dir and link.
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bool build_dir(context& ctx, const std::string& dir_name, bool recursive = false, bool show_error = false);
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/// successively calls create, attach_program and link.
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bool build_program(context& ctx, const std::string& file_name, bool show_error = false);
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/// configure the geometry shader, if count < 1 set it to get_max_nr_geometry_shader_output_vertices
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void set_geometry_shader_info(PrimitiveType input_type, PrimitiveType output_type, int max_output_count = 0);
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/// enable the shader program
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bool enable(context& ctx);
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/// disable shader program and restore fixed functionality
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bool disable(context& ctx);
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/// query location index of an uniform
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int get_uniform_location(context& ctx, const std::string& name) const;
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/** Set the value of a uniform by name, where the type can be any of int, unsigned, float, vec<int>, vec<unsigned>,
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vec<float>, mat<float> and the vectors are of dimension 2,
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3 or 4 and the matrices of dimensions 2, 3 or 4. */
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template <typename T>
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bool set_uniform(context& ctx, const std::string& name, const T& value, bool generate_error = false) {
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int loc = ctx.get_uniform_location(*this, name);
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if (loc == -1 && generate_error) {
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ctx.error(std::string("shader_program::set_uniform() uniform <") + name + "> not found", this);
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return false;
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}
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return ctx.set_uniform_void(*this, loc, element_descriptor_traits<T>::get_type_descriptor(value), element_descriptor_traits<T>::get_address(value));
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}
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/// set uniform array from array \c array where number elements can be derived from array through \c array_descriptor_traits; supported array types include cgv::math::vec and std::vector
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template <typename T>
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bool set_uniform_array(context& ctx, const std::string& name, const T& array) {
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int loc = ctx.get_uniform_location(*this, name);
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if (loc == -1) {
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ctx.error(std::string("shader_program::set_uniform_array() uniform <") + name + "> not found", this);
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return false;
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}
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return ctx.set_uniform_array_void(*this, loc, array_descriptor_traits<T>::get_type_descriptor(array), array_descriptor_traits<T>::get_address(array), array_descriptor_traits<T>::get_nr_elements(array));
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}
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/// set uniform array from an array with \c nr_elements elements of type T pointed to by \c array
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template <typename T>
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bool set_uniform_array(context& ctx, const std::string& name, const T* array, size_t nr_elements, bool generate_error = false) {
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int loc = ctx.get_uniform_location(*this, name);
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if (loc == -1 && generate_error) {
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ctx.error(std::string("shader_program::set_uniform_array() uniform <") + name + "> not found", this);
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return false;
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}
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return ctx.set_uniform_array_void(*this, loc, type_descriptor(element_descriptor_traits<T>::get_type_descriptor(array[0]), true), array, nr_elements);
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}
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/** Set the value of a uniform by name, where the type can be any of int, unsigned, float, vec<int>, vec<unsigned>,
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vec<float>, mat<float> and the vectors are of dimension 2,
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3 or 4 and the matrices of dimensions 2, 3 or 4. */
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template <typename T>
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bool set_uniform(context& ctx, int loc, const T& value) {
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return ctx.set_uniform_void(*this, loc, element_descriptor_traits<T>::get_type_descriptor(value), element_descriptor_traits<T>::get_address(value));
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}
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/// set uniform array from array \c array where number elements can be derived from array through \c array_descriptor_traits; supported array types include cgv::math::vec and std::vector
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template <typename T>
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bool set_uniform_array(context& ctx, int loc, const T& array) {
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return ctx.set_uniform_array_void(*this, loc, array_descriptor_traits<T>::get_type_descriptor(), array_descriptor_traits<T>::get_address(array), array_descriptor_traits<T>::get_nr_elements(array));
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}
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/// set uniform array from an array with \c nr_elements elements of type T pointed to by \c array
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template <typename T>
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bool set_uniform_array(context& ctx, int loc, const T* array, size_t nr_elements) {
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return ctx.set_uniform_array_void(*this, loc, type_descriptor(element_descriptor_traits<T>::get_type_descriptor(array), true), array, nr_elements);
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}
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/// query location index of an attribute
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int get_attribute_location(context& ctx, const std::string& name) const;
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/// set constant default value of a vertex attribute by attribute name, if name does not specify an attribute, an error message is generated
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template <typename T>
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bool set_attribute(context& ctx, const std::string& name, const T& value) {
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int loc = ctx.get_attribute_location(*this, name);
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if (loc == -1) {
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ctx.error(std::string("shader_program::set_attribute() attribute <") + name + "> not found", this);
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return false;
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}
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return ctx.set_attribute_void(*this, loc, element_descriptor_traits<T>::get_type_descriptor(value), element_descriptor_traits<T>::get_address(value));
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}
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/// set constant default value of a vertex attribute by location index
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template <typename T>
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bool set_attribute(context& ctx, int loc, const T& value) {
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return ctx.set_attribute_void(*this, loc, element_descriptor_traits<T>::get_type_descriptor(value), element_descriptor_traits<T>::get_address(value));
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}
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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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