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authorchai <chaifix@163.com>2019-01-12 21:48:33 +0800
committerchai <chaifix@163.com>2019-01-12 21:48:33 +0800
commit8b00d67febf133e89f6a0bfabc41feed555dc4a9 (patch)
treefe48ef17c250afa40c2588300fcdb5920dba6951 /src/libjin/graphics/shaders/je_shader.h
parenta907c39756ef6b368d06643afa491c49a9044a8e (diff)
*去掉文件前缀je_
Diffstat (limited to 'src/libjin/graphics/shaders/je_shader.h')
-rw-r--r--src/libjin/graphics/shaders/je_shader.h204
1 files changed, 0 insertions, 204 deletions
diff --git a/src/libjin/graphics/shaders/je_shader.h b/src/libjin/graphics/shaders/je_shader.h
deleted file mode 100644
index 240f24f..0000000
--- a/src/libjin/graphics/shaders/je_shader.h
+++ /dev/null
@@ -1,204 +0,0 @@
-#ifndef __JE_SHADER_H__
-#define __JE_SHADER_H__
-
-#include "../../core/je_configuration.h"
-#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
-
-#include <string>
-#include <map>
-
-#include "../../common/je_string.h"
-
-#include "../je_color.h"
-#include "../je_texture.h"
-#include "../je_canvas.h"
-
-#include "je_jsl_compiler.h"
-
-namespace JinEngine
-{
- namespace Graphics
- {
- namespace Shaders
- {
-
- ///
- /// Built in shader program.
- ///
- /// Built in shader program written with custom shading language called JSL (jin shading language). A
- /// JSL program is compiled into glsl, so most glsl built in functions and structs are available in
- /// JSL.
- ///
- class Shader : public Object
- {
- public:
- ///
- /// Shader constructor.
- ///
- Shader(const std::string& program);
-
- ///
- /// Destructor of shader.
- ///
- virtual ~Shader();
-
- ///
- /// Prepare shader and set default uniforms.
- ///
- Shader& begin();
-
- ///
- /// End use shader.
- ///
- void end();
-
- ///
- /// Send float value to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param number Value of uniform variable to be sent.
- ///
- Shader& sendFloat(const char* name, float number);
-
- ///
- /// Send texture to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param texture Texture to be sent.
- ///
- Shader& sendTexture(const char* name, const Texture* texture);
-
- ///
- /// Send integer value to shader
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param value Value to be sent.
- ///
- Shader& sendInt(const char* name, int value);
-
- ///
- /// Send 2D vector to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param x X value of the vector to be sent.
- /// @param y Y value of the vector to be sent.
- ///
- Shader& sendVec2(const char* name, float x, float y);
-
- ///
- /// Send 3D vector to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param x X value of the vector to be sent.
- /// @param y Y value of the vector to be sent.
- /// @param z Z value of the vector to be sent.
- ///
- Shader& sendVec3(const char* name, float x, float y, float z);
-
- ///
- /// Send 4D vector to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param x X value of the vector to be sent.
- /// @param y Y value of the vector to be sent.
- /// @param z Z value of the vector to be sent.
- /// @param w W value of the vector to be sent.
- ///
- Shader& sendVec4(const char* name, float x, float y, float z, float w);
-
- ///
- /// Send canvas to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param canvas Canvas to be sent.
- ///
- Shader& sendCanvas(const char* name, const Canvas* canvas);
-
- ///
- /// Send color to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param color Color to be sent.
- ///
- Shader& sendColor(const char* name, const Color* color);
-
- ///
- /// Send 4 by 4 matrix to shader.
- ///
- /// @param name Name of the uniform variable to be assigned.
- /// @param mat4 Matrix to be sent.
- ///
- Shader& sendMatrix4(const char* name, const Math::Matrix* mat4);
-
- ///
- /// Set vertices value.
- ///
- /// @param n Number of vertices.
- /// @param type Data type of each component in the array.
- /// @param stride Byte offset between consecutive generic vertex attributes.
- /// @param pointers Pointer to the first component of the first generic vertex attribute in the array.
- ///
- Shader& uploadVertices(int n, GLenum type, GLsizei stride, const GLvoid * pointers, GLboolean normalized = GL_FALSE);
-
- ///
- /// Set texture UV coordinates.
- ///
- /// @param n Number of vertices.
- /// @param type Data type of each component in the array.
- /// @param stride Byte offset between consecutive generic vertex attributes.
- /// @param pointers Pointer to the first component of the first generic vertex attribute in the array.
- ///
- Shader& uploadUV(int n, GLenum type, GLsizei stride, const GLvoid * pointers, GLboolean normalized = GL_FALSE);
-
- ///
- /// Upload vertex color array.
- ///
- Shader& uploadColor(int n, GLenum type, GLsizei stride, const GLvoid * pointers, GLboolean normalized = GL_FALSE);
-
- ///
- /// Set attribute.
- ///
- Shader& uploadAttribute(const String& name, int n, GLenum type, GLsizei stride, const GLvoid * pointers, GLboolean normalized = GL_FALSE);
-
- ///
- /// Program ID.
- ///
- inline GLuint getGLProgramID() { return mPID; };
-
- protected:
- ///
- /// Get texture unit of the uniform texture. If not, assign one.
- ///
- /// @param name Name of the texture uniform variable.
- /// @return Texture unit which texture variable be assigned.
- ///
- GLint claimTextureUnit(/*const std::string& name*/);
-
- GLint getUniformLocation(const char* uniforms);
-
- ///
- /// Compile JSL program into GLSL source.
- ///
- /// @param program JSL source code.
- /// @return Return true if compile successed, otherwise return false.
- ///
- bool compile(const std::string& program);
-
- //static GLint mTextureUnit;
- static GLint mAttributeIndex;
-
- GLuint mPID;
- //GLint mCurrentTextureUnit;
- //std::map<std::string, GLint> mTextureUnits;
-
- std::map<std::string, GLint> mUniformsLocation;
-
- };
-
- } // namespace Shaders
- } // namespace Graphics
-} // namespace JinEngine
-
-#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
-
-#endif // __JE_SHADER_H__ \ No newline at end of file