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path: root/source/modules/asura-core/graphics/shader.h
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#ifndef _ASURA_ENGINE_SHADER_H_
#define _ASURA_ENGINE_SHADER_H_

#include <map>
#include <string>

#include <asura-base/Exception.h>
#include <asura-base/Scripting/Scripting.h>
#include <asura-base/FileSystem/Renewable.h>
#include <asura-base/Math/Vector2.hpp>
#include <asura-base/Math/vector3.hpp>
#include <asura-base/Math/vector4.h>
#include <asura-base/Math/matrix44.h>
#include <asura-base/Utilities/Stringmap.hpp>
#include <asura-base/Manager.hpp>

#include "GfxDevice.h"
#include "Color.h"
#include "Texture.h"
#include "VertexBuffer.h"
#include "IndexBuffer.h"

namespace_begin(AsuraEngine)
namespace_begin(Graphics)

///
/// һshaderһڲʼ乲ijShaderuniformsͶݣֻṩ uniformsuseɫ
/// ķ༭ÿshaderͨshaderҵuniforms¶frameworkmaterial
/// á
///
class Shader ASURA_FINAL
	: public Scripting::Portable<Shader>
	, public AEFileSystem::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; 

namespace_end
namespace_end

#endif