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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-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����Ϊ�
			///
			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