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path: root/Runtime/Graphics/Shader.h
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#pragma once
#include <string>
#include <exception>
#include "Runtime/Graphics/OpenGL.h"
#include "Runtime/Lua/LuaHelper.h"
#include "Runtime/Utilities/UtilMacros.h"
#include "Runtime/Utilities/Assert.h"
#include "runtime/Debug/Log.h"
#include "RenderCommands.h"

// 着色器程序
class Shader : public LuaBind::NativeClass<Shader>
{
public:
	Shader()/*throw(ShaderCompileExecption)*/;
	Shader(LuaBind::VM*vm)/*throw(ShaderCompileExecption)*/;
    Shader(LuaBind::VM*vm, std::string& glsllShader)/*throw(ShaderCompileExecption)*/;
	Shader(LuaBind::VM*vm, const char* vert, const char* frag)/*throw(ShaderCompileExecption)*/;
	~Shader();

	void ReCompile(std::string& vert, std::string frag)/*throw(ShaderCompileExecption)*/; 
	void ReCompileVert(std::string& vert)/*throw(ShaderCompileExecption)*/;
	void ReCompileFrag(std::string frag)/*throw(ShaderCompileExecption)*/;

	bool IsValid();

	void ExecuteCommand();

	GET(GLint, ID, m_ProgramID);

private:
    void CompileProgram(const char* vert, const char* frag, bool keepSrc = false);

	RenderCommandGroup m_Commands; // 渲染前的状态设置

	GLint m_ProgramID;
	GLint m_FragID;
	GLint m_VertID;

	LUA_BIND_DECL_CLASS(Shader);

	LUA_BIND_DECL_METHOD(_New);
	LUA_BIND_DECL_METHOD(_ReCompile);
	LUA_BIND_DECL_METHOD(_ReCompileVert);
	LUA_BIND_DECL_METHOD(_ReCompileFrag);
    LUA_BIND_DECL_METHOD(_IsValid);
    LUA_BIND_DECL_METHOD(_Use);
    LUA_BIND_DECL_METHOD(_UnUse);

    LUA_BIND_DECL_METHOD(_SetVector2);
    LUA_BIND_DECL_METHOD(_SetVector3);
    LUA_BIND_DECL_METHOD(_SetVector4);
    LUA_BIND_DECL_METHOD(_SetMatrix3);
    LUA_BIND_DECL_METHOD(_SetMatrix4);
    LUA_BIND_DECL_METHOD(_SetTexture);
    LUA_BIND_DECL_METHOD(_SetColor);

};

class ShaderCompileExecption : public std::exception
{
public:
	ShaderCompileExecption(const char* what) 
        : std::exception(what)
    {
	}
};