1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
|
#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
|