ShaderProgram.hh 7.31 KB
Newer Older
Robert Menzel's avatar
Robert Menzel committed
1
2
3
4
5
////////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2011, Computer Graphics Group RWTH Aachen University         //
// All rights reserved.                                                       //
////////////////////////////////////////////////////////////////////////////////

6
7
#ifndef ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH
#define ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH
Robert Menzel's avatar
Robert Menzel committed
8

Robert Menzel's avatar
Robert Menzel committed
9
10
#include <ACGL/ACGL.hh>

11
#include <ACGL/Base/Macros.hh>
Robert Menzel's avatar
Robert Menzel committed
12
13
14
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/OpenGL/Objects/Shader.hh>
#include <ACGL/OpenGL/Objects/Texture.hh>
15
#include <ACGL/Math/Math.hh>
Robert Menzel's avatar
Robert Menzel committed
16
17

#include <vector>
Robert Menzel's avatar
Robert Menzel committed
18
#include <tr1/memory>
Robert Menzel's avatar
Robert Menzel committed
19
20

namespace ACGL{
Robert Menzel's avatar
Robert Menzel committed
21
namespace OpenGL{
Robert Menzel's avatar
Robert Menzel committed
22
23
24

class ShaderProgram
{
25
    ACGL_NOT_COPYABLE(ShaderProgram)
26

Robert Menzel's avatar
Robert Menzel committed
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
    // ===================================================================================================== \/
    // ============================================================================================ TYPEDEFS \/
    // ===================================================================================================== \/
public:
    typedef std::vector< SharedShader > SharedShaderVec;

    // ========================================================================================================= \/
    // ============================================================================================ CONSTRUCTORS \/
    // ========================================================================================================= \/
public:
    ShaderProgram(void)
    :   mContext(0),
        mShaders()
    {
        mContext = glCreateProgram();
    }

    virtual ~ShaderProgram(void)
    {
        for(SharedShaderVec::size_type i = 0; i < mShaders.size(); ++i) {
            if(mShaders[i]) {
                // we have to detach all shaders, otherwise the attached shaders will get deleted by
                // OpenGL: "When a program object is deleted, all shader objects attached to it are detached"
                //  - GL Spec
                glDetachShader(mContext, mShaders[i]->getContext());
            }
        }

        // "DeleteProgram will silently ignore the value zero." - GL Spec
        glDeleteProgram(mContext);
    }

    // ==================================================================================================== \/
    // ============================================================================================ GETTERS \/
    // ==================================================================================================== \/
public:
    inline       GLuint           getContext (void) const { return mContext; }
    inline const SharedShaderVec& getShaders (void) const { return mShaders; }

    // ===================================================================================================== \/
    // ============================================================================================ WRAPPERS \/
    // ===================================================================================================== \/
public:
    inline GLint getUniformLocation (const std::string& _nameInShader) const { return glGetUniformLocation(mContext, _nameInShader.c_str()); }
    inline GLint getAttribLocation  (const std::string& _nameInShader) const { return glGetAttribLocation (mContext, _nameInShader.c_str()); }

    inline void attachShader(const SharedShader& _shader)
    {
        mShaders.push_back(_shader);
        glAttachShader(mContext, _shader->getContext());
    }

    bool link (void) const;

81
82
83
    inline void setUniform (GLint _location, GLint _v)   const { glUniform1i (_location, _v); }
    inline void setUniform (GLint _location, GLfloat _v) const { glUniform1f (_location, _v); }

Robert Menzel's avatar
Robert Menzel committed
84
85
86
    inline void setUniform (GLint _location, const glm::vec2& _v) const { glUniform2fv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::vec3& _v) const { glUniform3fv(_location, 1, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::vec4& _v) const { glUniform4fv(_location, 1, glm::value_ptr(_v)); }
87
88
89
90

    inline void setUniform (GLint _location, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3fv(_location, 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (GLint _location, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4fv(_location, 1, _transpose, glm::value_ptr(_v)); }
Robert Menzel's avatar
Robert Menzel committed
91
92
93

    inline void setTexture (GLint _location, const SharedTexture& _texture, GLenum _unit = 0) const { glUniform1i(_location, _unit); _texture->bind(_unit); }

94
    inline void use(void) const
95
96
97
    {
        glUseProgram(mContext);
    }
Robert Menzel's avatar
Robert Menzel committed
98
99
100
101
102
103
104

    inline GLint getUniformLocation( const char *_name ) const { return glGetUniformLocation( mContext, _name ); }

    // =================================================================================================== \/
    // ============================================================================== HIGH LEVEL FUNCTIONS \/
    // =================================================================================================== \/

105
106
107
    inline void setUniform (const std::string& _nameInShader, GLint _v)   const { glUniform1i (getUniformLocation(_nameInShader), _v); }
    inline void setUniform (const std::string& _nameInShader, GLfloat _v) const { glUniform1f (getUniformLocation(_nameInShader), _v); }

Robert Menzel's avatar
Robert Menzel committed
108
109
110
    inline void setUniform (const std::string& _nameInShader, const glm::vec2& _v) const { glUniform2fv(getUniformLocation(_nameInShader), 1, glm::value_ptr(_v)); }
    inline void setUniform (const std::string& _nameInShader, const glm::vec3& _v) const { glUniform3fv(getUniformLocation(_nameInShader), 1, glm::value_ptr(_v)); }
    inline void setUniform (const std::string& _nameInShader, const glm::vec4& _v) const { glUniform4fv(getUniformLocation(_nameInShader), 1, glm::value_ptr(_v)); }
111
112
113
114

    inline void setUniform (const std::string& _nameInShader, const glm::mat2& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix2fv(getUniformLocation(_nameInShader), 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (const std::string& _nameInShader, const glm::mat3& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix3fv(getUniformLocation(_nameInShader), 1, _transpose, glm::value_ptr(_v)); }
    inline void setUniform (const std::string& _nameInShader, const glm::mat4& _v, GLboolean _transpose = GL_FALSE) const { glUniformMatrix4fv(getUniformLocation(_nameInShader), 1, _transpose, glm::value_ptr(_v)); }
Robert Menzel's avatar
Robert Menzel committed
115
116
117
118
119
120
121
122
123
124
125
126
127

    inline void setTexture (const std::string& _nameInShader, const SharedTexture& _texture, GLenum _unit = 0) const { glUniform1i(getUniformLocation(_nameInShader), _unit); _texture->bind(_unit); }

    // =================================================================================================== \/
    // ============================================================================================ FIELDS \/
    // =================================================================================================== \/
protected:
    void bindAttributeLocations() const;

    GLuint          mContext;
    SharedShaderVec mShaders;
};

128
ACGL_SHARED_TYPEDEF(ShaderProgram)
Robert Menzel's avatar
Robert Menzel committed
129
130

} // OpenGL
Robert Menzel's avatar
Robert Menzel committed
131
132
} // ACGL

133
#endif // ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH