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#ifndef __ASURA_ENGINE_SHADER_H__
#define __ASURA_ENGINE_SHADER_H__
#include <map>
#include <string>
#include <asura-lib-utils/scripting/portable.hpp>
#include <asura-lib-utils/io/reloadable.h>
#include <asura-lib-utils/math/vector2.hpp>
#include <asura-lib-utils/math/vector3.hpp>
#include <asura-lib-utils/math/vector4.h>
#include <asura-lib-utils/math/matrix44.h>
#include <asura-lib-utils/stringmap.hpp>
#include <asura-lib-utils/manager.hpp>
#include "color.h"
#include "texture.h"
#include "gl.h"
namespace AsuraEngine
{
namespace Graphics
{
///
/// һshaderһڲʼ乲ijShaderuniformsͶݣֻṩuniformsuseɫķ༭
/// ÿshaderͨshaderҵuniforms¶frameworkmaterialá
///
class Shader ASURA_FINAL
: public Scripting::Portable<Shader>
, public AEIO::Reloadable
{
public:
Shader();
~Shader();
///
/// ӴshaderʱȼǷϴλuniforms location mapʹglAttachShader±ɫ
/// ɫ
///
bool Load(const std::string& vertexShader, const std::string& fragmentShader);
///
/// shaderΪ
///
void Use();
///
/// shaderΪǻ
///
void Unuse();
///
/// Ѿ֪uniform location£ֵ
///
void SetUniformFloat(uint loc, float value);
void SetUniformTexture(uint loc, const Texture& texture);
void SetUniformVector2(uint loc, const Math::Vector2f& vec2);
void SetUniformVector3(uint loc, const Math::Vector3f& vec3);
void SetUniformVector4(uint loc, const Math::Vector4f& vec4);
void SetUniformColor(uint loc, const Color& color);
void SetUniformMatrix44(uint loc, const Math::Matrix44& mat44);
uint GetUniformLocation(const std::string& uniform);
bool HasUniform(const std::string& uniform);
GLuint GetGLProgramHandle();
///
/// texture unitһΪ16
///
static uint GetGLTextureUnitCount();
private:
///
/// ǰshader
///
static Shader* mCurrentShader;
///
/// ñ
/// vec2 Asura_Time xֵΪ뵱ǰʼʱ䣬yֵΪһ֡ʱ
/// vec2 Asura_RenderTargetSize RTĴСΪλ
/// Texture Asura_MainTexture
///
void SetBuiltInUniforms();
///
/// OpenGL shader program handle.
///
GLuint mProgramHandle;
//------------------------------------------------------------------------------//
public:
LUAX_DECL_FACTORY(SimShader);
LUAX_DECL_METHOD(_New);
LUAX_DECL_METHOD(_Use);
LUAX_DECL_METHOD(_Unuse);
LUAX_DECL_METHOD(_Load);
LUAX_DECL_METHOD(_HasUniform);
LUAX_DECL_METHOD(_GetUniformLocation);
LUAX_DECL_METHOD(_SetBuiltInUniforms);
LUAX_DECL_METHOD(_SetUniformFloat);
LUAX_DECL_METHOD(_SetUniformTexture);
LUAX_DECL_METHOD(_SetUniformVector2);
LUAX_DECL_METHOD(_SetUniformVector3);
LUAX_DECL_METHOD(_SetUniformVector4);
LUAX_DECL_METHOD(_SetUniformColor);
private:
Luax::LuaxMemberRef mCodeLuaRef;
};
}
}
#endif
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