//////////////////////////////////////////////////////////////////////////////// // Copyright (c) 2011, Computer Graphics Group RWTH Aachen University // // All rights reserved. // //////////////////////////////////////////////////////////////////////////////// #ifndef ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH #define ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH #include #include #include #include #include #include #include #include namespace ACGL{ namespace OpenGL{ class ShaderProgram { ACGL_NOT_COPYABLE(ShaderProgram) // ===================================================================================================== \/ // ============================================================================================ TYPEDEFS \/ // ===================================================================================================== \/ public: typedef std::vector< ConstSharedShader > ConstSharedShaderVec; // ========================================================================================================= \/ // ============================================================================================ CONSTRUCTORS \/ // ========================================================================================================= \/ public: ShaderProgram(void) : mContext(0), mShaders() { mContext = glCreateProgram(); } virtual ~ShaderProgram(void) { // "DeleteProgram will silently ignore the value zero." - GL Spec glDeleteProgram(mContext); } // ==================================================================================================== \/ // ============================================================================================ GETTERS \/ // ==================================================================================================== \/ public: inline GLuint getContext (void) const { return mContext; } inline const ConstSharedShaderVec& getShaders (void) const { return mShaders; } // ===================================================================================================== \/ // ============================================================================================ WRAPPERS \/ // ===================================================================================================== \/ public: inline GLint getUniformLocation (const std::string& _nameInShader) const { return glGetUniformLocation (mContext, _nameInShader.c_str()); } inline GLint getAttributeLocation (const std::string& _nameInShader) const { return glGetAttribLocation (mContext, _nameInShader.c_str()); } inline GLint getFragmentDataLocation (const std::string& _nameInShader) const { return glGetFragDataLocation(mContext, _nameInShader.c_str()); } inline void use(void) const { glUseProgram(mContext); } inline void attachShader(const ConstSharedShader& _shader) { mShaders.push_back(_shader); glAttachShader(mContext, _shader->getContext()); } bool link (void) const; inline void setUniform (GLint _location, GLint _v) const { glUniform1i (_location, _v); } inline void setUniform (GLint _location, GLfloat _v) const { glUniform1f (_location, _v); } 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)); } 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)); } inline void setTexture (GLint _location, const ConstSharedTexture& _texture, GLenum _unit = 0) const { glUniform1i(_location, _unit); _texture->bind(_unit); } // =================================================================================================== \/ // ============================================================================== HIGH LEVEL FUNCTIONS \/ // =================================================================================================== \/ 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); } 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)); } 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)); } inline void setTexture (const std::string& _nameInShader, const ConstSharedTexture& _texture, GLenum _unit = 0) const { glUniform1i(getUniformLocation(_nameInShader), _unit); _texture->bind(_unit); } // =================================================================================================== \/ // ============================================================================================ FIELDS \/ // =================================================================================================== \/ protected: void bindAttributeLocations() const; void bindFragmentDataLocations() const; GLuint mContext; ConstSharedShaderVec mShaders; }; ACGL_SHARED_TYPEDEF(ShaderProgram) } // OpenGL } // ACGL #endif // ACGL_OPENGL_OBJECTS_SHADERPROGRAM_HH