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path: root/Source/Asura.Engine/Graphics/Shader.h
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#ifndef __ASURA_ENGINE_SHADER_H__
#define __ASURA_ENGINE_SHADER_H__

#include <map>
#include <string>

#include "luax/luax.h"
#include "StringMap.hpp"
#include "Object.h"
#include "Color.h"
#include "Manager.hpp"
#include "Texture.h"
#include "Math/Vector2.h"
#include "Math/Vector3.h"
#include "Math/Vector4.h"
#include "GL.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		///
		/// һshaderһڲʼ乲ijShaderuniformsͶݣֻṩuniformsuseɫķ༭ÿ
		/// shaderͨshaderҵuniforms¶frameworkmaterialá
		///
		class Shader : virtual public Object
		{
		public:

			Shader();
			~Shader();
			
			///
			/// ӴshaderʱȼǷϴλuniforms location map
			///
			void Load(const std::string& vertexShader, const std::string& fragmentShader);

			///
			/// shaderΪ
			///
			void Use(); 

			///
			/// shaderΪǻ
			///
			void UnUse(); 

			///
			/// һϵuniformsķ
			///
			void SetUniformFloat(const std::string& uniform, float value);
			void SetUniformTexture(const std::string& uniform, const Texture& texture);
			void SetUniformVector2(const std::string& uniform, const Math::Vector2& vec2);
			void SetUniformVector3(const std::string& uniform, const Math::Vector3& vec3);
			void SetUniformVector4(const std::string& uniform, const Math::Vector4& vec4);

			///
			/// Ѿ֪uniform location£ֵ
			///
			void SetUniformFloat(uint loc, float value);
			void SetUniformTexture(uint loc, const Texture& texture);
			void SetUniformVector2(uint loc, const Math::Vector2& vec2);
			void SetUniformVector3(uint loc, const Math::Vector3& vec3);
			void SetUniformVector4(uint loc, const Math::Vector4& vec4);

/*
			///
			/// עܷframeworkʵ֣㣬shadereditorҲõ
			/// ջunifrom location±shaderµuniform location
			///
			void ClearUniformLocation();
*/
			///
			/// program id
			///
			GLint GetNativeHandle();

			uint GetUniformLocation(const std::string& uniform);

		private:

			///
			/// ñ
			///	    vec2	Asura_Time             xֵΪ뵱ǰʼʱ䣬yֵΪһ֡ʱ
			///	    vec2	Asura_RenderTargetSize RTĴСΪλ
			///	    Texture Asura_MainTexture	   
			///
			void SetBuiltInUniforms();

			// OpenGLɫʶprogram id
			GLuint mPID;
			//// Uniformlocations
			//StringMap<uint> mUniformLocation;

			////////////////////////////////////////////////////////////////////////////////////////////////////////////

			LUAX_DECL_FACTORY(SimShader);

			LUAX_DECL_METHOD(l_SetBuiltInUniforms);
			LUAX_DECL_METHOD(l_SetUniformFloat);
			LUAX_DECL_METHOD(l_SetUniformTexture);
			LUAX_DECL_METHOD(l_SetUniformVector2);
			LUAX_DECL_METHOD(l_SetUniformVector3);
			LUAX_DECL_METHOD(l_SetUniformVector4);

		};

	}
}

#endif