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#ifndef __ASURA_ENGINE_SHADER_H__
#define __ASURA_ENGINE_SHADER_H__

#include <map>
#include <string>

#include <asura-utils/exceptions/exception.h>
#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/io/renewable.h>
#include <asura-utils/math/vector2.hpp>
#include <asura-utils/math/vector3.hpp>
#include <asura-utils/math/vector4.h>
#include <asura-utils/math/matrix44.h>
#include <asura-utils/stringmap.hpp>
#include <asura-utils/manager.hpp>

#include "gfx_device.h"
#include "color.h"
#include "texture.h"
#include "vertex_buffer.h"
#include "index_buffer.h"

namespace AsuraEngine
{
	namespace Graphics
	{

		///
		/// һshaderһڲʼ乲ijShaderuniformsͶݣֻṩ uniformsuseɫ
		/// ķ༭ÿshaderͨshaderҵuniforms¶frameworkmaterial
		/// á
		///
		class Shader ASURA_FINAL
			: public Scripting::Portable<Shader>
			, public AEIO::Renewable
		{
		public:

			Shader();

			~Shader();

			static void    SetActive(Shader* shader);
			static Shader* GetActive();

			bool Load(const std::string& vert, const std::string& frag) ASURA_THROW(Exception);

			// ʹSetActiveлshaderʱ
			void OnEnable();  
			void OnDisable(); 
			// Draw call֮
			void OnUsed();
			
			void SetAttribute(int loc, VertexBuffer* vbo, uint offseti = 0, uint stridei = 0, bool normalized = false);
			int  GetAttributeLocation(const std::string& attribute);
			void DisableAttribute(int loc);

			bool HasUniform(const std::string& uniform);
			uint GetUniformLocation(const std::string& uniform);
			void SetUniformFloat(uint loc, float value);
			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);
			bool SetUniformTexture(uint loc, const Texture& texture);

			float            GetUniformFloat(uint loc);
			AEMath::Vector2f GetUniformVector2(uint loc);
			AEMath::Vector3f GetUniformVector3(uint loc);
			AEMath::Vector4f GetUniformVector4s(uint loc);
			AEMath::Matrix44 GetUniformMatrix44(uint loc);

			GLuint GetGLProgram();

			static uint GetGLTextureUnitCount();

		private:

			bool CompileVertexShader(const std::string& vert, std::string& outError);
			bool CompileFragementShader(const std::string& frag, std::string& outError);

			std::string GetProgramWarnings();
			std::string GetShaderWarnings(GLuint shader);

			GLuint m_Program;
			GLuint m_VertShader;
			GLuint m_FragShader;

		luaxport: 

			LUAX_DECL_FACTORY(Shader);

			LUAX_DECL_METHOD(_New);
			LUAX_DECL_METHOD(_Load);
			LUAX_DECL_METHOD(_Update);
			LUAX_DECL_METHOD(_HasUniform);
			LUAX_DECL_METHOD(_GetUniformLocation);
			LUAX_DECL_METHOD(_SetUniformFloat);
			LUAX_DECL_METHOD(_SetUniformTexture);
			LUAX_DECL_METHOD(_SetUniformVector2);
			LUAX_DECL_METHOD(_SetUniformVector3);
			LUAX_DECL_METHOD(_SetUniformVector4);
			LUAX_DECL_METHOD(_SetUniformColor);

			LUAX_DECL_METHOD(_GetAttributeLocation);
			LUAX_DECL_METHOD(_SetAttribute);
			LUAX_DECL_METHOD(_DisableAttribute);

			LUAX_DECL_METHOD(_SetBuiltInUniforms);

		};
		
		typedef Shader GpuProgram; 

	}
}

#endif