mirror of
https://github.com/juce-framework/JUCE.git
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213 lines
8.7 KiB
C++
213 lines
8.7 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE framework.
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Copyright (c) Raw Material Software Limited
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JUCE is an open source framework subject to commercial or open source
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licensing.
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By downloading, installing, or using the JUCE framework, or combining the
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JUCE framework with any other source code, object code, content or any other
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copyrightable work, you agree to the terms of the JUCE End User Licence
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Agreement, and all incorporated terms including the JUCE Privacy Policy and
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the JUCE Website Terms of Service, as applicable, which will bind you. If you
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do not agree to the terms of these agreements, we will not license the JUCE
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framework to you, and you must discontinue the installation or download
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process and cease use of the JUCE framework.
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JUCE End User Licence Agreement: https://juce.com/legal/juce-8-licence/
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JUCE Privacy Policy: https://juce.com/juce-privacy-policy
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JUCE Website Terms of Service: https://juce.com/juce-website-terms-of-service/
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Or:
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You may also use this code under the terms of the AGPLv3:
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https://www.gnu.org/licenses/agpl-3.0.en.html
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THE JUCE FRAMEWORK IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL
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WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING WARRANTY OF
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MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/**
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Manages an OpenGL shader program.
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@tags{OpenGL}
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*/
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class JUCE_API OpenGLShaderProgram
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{
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public:
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/** Creates a shader for use in a particular GL context. */
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OpenGLShaderProgram (const OpenGLContext&) noexcept;
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/** Destructor. */
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~OpenGLShaderProgram() noexcept;
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/** Returns the version of GLSL that the current context supports.
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E.g.
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@code
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if (OpenGLShaderProgram::getLanguageVersion() > 1.199)
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{
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// ..do something that requires GLSL 1.2 or above..
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}
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@endcode
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*/
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static double getLanguageVersion();
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/** Compiles and adds a shader to this program.
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After adding all your shaders, remember to call link() to link them into
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a usable program.
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If your app is built in debug mode, this method will assert if the program
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fails to compile correctly.
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The shaderType parameter could be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc.
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@returns true if the shader compiled successfully. If not, you can call
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getLastError() to find out what happened.
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*/
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bool addShader (const String& shaderSourceCode, GLenum shaderType);
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/** Compiles and adds a fragment shader to this program.
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This is equivalent to calling addShader() with a type of GL_VERTEX_SHADER.
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*/
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bool addVertexShader (const String& shaderSourceCode);
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/** Compiles and adds a fragment shader to this program.
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This is equivalent to calling addShader() with a type of GL_FRAGMENT_SHADER.
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*/
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bool addFragmentShader (const String& shaderSourceCode);
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/** Links all the compiled shaders into a usable program.
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If your app is built in debug mode, this method will assert if the program
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fails to link correctly.
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@returns true if the program linked successfully. If not, you can call
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getLastError() to find out what happened.
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*/
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bool link() noexcept;
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/** Get the output for the last shader compilation or link that failed. */
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const String& getLastError() const noexcept { return errorLog; }
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/** Selects this program into the current context. */
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void use() const noexcept;
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/** Deletes the program. */
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void release() noexcept;
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//==============================================================================
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// Methods for setting shader uniforms without using a Uniform object (see below).
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// You must make sure this shader is the currently bound one before setting uniforms
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// with these functions.
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/** Get the uniform ID from the variable name */
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GLint getUniformIDFromName (const char* uniformName) const noexcept;
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/** Sets a float uniform. */
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void setUniform (const char* uniformName, GLfloat value) noexcept;
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/** Sets an int uniform. */
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void setUniform (const char* uniformName, GLint value) noexcept;
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/** Sets a vec2 uniform. */
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void setUniform (const char* uniformName, GLfloat x, GLfloat y) noexcept;
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/** Sets a vec3 uniform. */
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void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z) noexcept;
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/** Sets a vec4 uniform. */
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void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z, GLfloat w) noexcept;
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/** Sets a vec4 uniform. */
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void setUniform (const char* uniformName, GLint x, GLint y, GLint z, GLint w) noexcept;
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/** Sets a vector float uniform. */
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void setUniform (const char* uniformName, const GLfloat* values, GLsizei numValues) noexcept;
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/** Sets a 2x2 matrix float uniform. */
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void setUniformMat2 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
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/** Sets a 3x3 matrix float uniform. */
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void setUniformMat3 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
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/** Sets a 4x4 matrix float uniform. */
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void setUniformMat4 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
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//==============================================================================
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/** Represents an openGL uniform value.
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After a program has been linked, you can create Uniform objects to let you
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set the uniforms that your shaders use.
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Be careful not to call the set() functions unless the appropriate program
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is loaded into the current context.
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*/
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struct JUCE_API Uniform
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{
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/** Initialises a uniform.
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The program must have been successfully linked when this
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constructor is called.
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*/
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Uniform (const OpenGLShaderProgram& program, const char* uniformName);
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/** Sets a float uniform. */
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void set (GLfloat n1) const noexcept;
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/** Sets an int uniform. */
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void set (GLint n1) const noexcept;
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/** Sets a vec2 uniform. */
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void set (GLfloat n1, GLfloat n2) const noexcept;
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/** Sets a vec3 uniform. */
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void set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept;
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/** Sets a vec4 uniform. */
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void set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept;
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/** Sets an ivec4 uniform. */
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void set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept;
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/** Sets a vector float uniform. */
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void set (const GLfloat* values, int numValues) const noexcept;
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/** Sets a 2x2 matrix float uniform. */
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void setMatrix2 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** Sets a 3x3 matrix float uniform. */
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void setMatrix3 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** Sets a 4x4 matrix float uniform. */
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void setMatrix4 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** The uniform's ID number.
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If the uniform couldn't be found, this value will be < 0.
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*/
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GLint uniformID;
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private:
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const OpenGLContext& context;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Uniform)
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};
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//==============================================================================
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/** Represents an openGL vertex attribute value.
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After a program has been linked, you can create Attribute objects to let you
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set the attributes that your vertex shaders use.
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*/
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struct JUCE_API Attribute
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{
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/** Initialises an attribute.
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The program must have been successfully linked when this
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constructor is called.
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*/
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Attribute (const OpenGLShaderProgram&, const char* attributeName);
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/** The attribute's ID number.
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If the uniform couldn't be found, this value will be < 0.
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*/
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GLuint attributeID;
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};
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/** The ID number of the compiled program. */
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GLuint getProgramID() const noexcept;
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private:
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const OpenGLContext& context;
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mutable GLuint programID = 0;
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String errorLog;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
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};
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} // namespace juce
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