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111 lines
4.1 KiB
C++
111 lines
4.1 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE library - "Jules' Utility Class Extensions"
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Copyright 2004-11 by Raw Material Software Ltd.
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------------------------------------------------------------------------------
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JUCE can be redistributed and/or modified under the terms of the GNU General
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Public License (Version 2), as published by the Free Software Foundation.
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A copy of the license is included in the JUCE distribution, or can be found
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online at www.gnu.org/licenses.
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JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.rawmaterialsoftware.com/juce for more information.
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==============================================================================
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*/
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#ifndef __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__
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#define __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__
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//==============================================================================
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/**
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Manages an OpenGL shader program.
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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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OpenGLShaderProgram() noexcept;
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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 is GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
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*/
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void addShader (const char* const shaderSourceCode, GLenum shaderType);
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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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*/
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void link() noexcept;
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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 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, float 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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/** 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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};
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/** The ID number of the compiled program. */
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GLuint programID;
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private:
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram);
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};
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#endif // __JUCE_OPENGLSHADERPROGRAM_JUCEHEADER__
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