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#ifndef __ASURA_ENGINE_SHADER_H__
#define __ASURA_ENGINE_SHADER_H__
#include <map>
#include <string>
#include <asura-utils/scripting/portable.hpp>
#include <asura-utils/io/reloadable.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 "color.h"
#include "texture.h"
#include "gl.h"
namespace AsuraEngine
{
namespace Graphics
{
///
/// һ��shader��һ���ڲ��ʼ乲���ij���Shader����������uniforms�Ͷ������ݣ�ֻ�ṩ����uniforms��use��ɫ���ķ������༭
/// �����ÿ��shader����ͨ��shader�����ҵ�������uniforms����������¶��framework��material���á�
///
class Shader ASURA_FINAL
: public Scripting::Portable<Shader>
, public AEIO::Reloadable
{
public:
Shader();
~Shader();
///
/// �Ӵ������shader������ʱ���ȼ���Ƿ����ϴλ����uniforms location map��ʹ��glAttachShader���±���������ɫ����
/// ��������������ɫ������
///
bool Load(const std::string& vertexShader, const std::string& fragmentShader);
///
/// ������shader�����
///
void Use();
///
/// ������shader����Ϊ�ǻ
///
void Unuse();
///
/// ���Ѿ�֪��uniform 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 unit������һ��Ϊ16��
///
static uint GetGLTextureUnitCount();
private:
///
/// ��ǰ���shader
///
static Shader* mCurrentShader;
///
/// ����������
/// vec2 Asura_Time xֵΪ���뵱ǰ������ʼ��ʱ�䣬yֵΪ��һ֡��ʱ����
/// vec2 Asura_RenderTargetSize RT�Ĵ�С��������Ϊ��λ
/// 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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