aboutsummaryrefslogtreecommitdiff
path: root/src/libjin/Graphics/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'src/libjin/Graphics/shaders')
-rw-r--r--src/libjin/Graphics/shaders/built-in/je_default.shader.h21
-rw-r--r--src/libjin/Graphics/shaders/built-in/je_font.shader.h21
-rw-r--r--src/libjin/Graphics/shaders/built-in/je_texture.shader.h21
-rw-r--r--src/libjin/Graphics/shaders/je_base.shader.h89
-rw-r--r--src/libjin/Graphics/shaders/je_jsl_compiler.cpp57
-rw-r--r--src/libjin/Graphics/shaders/je_jsl_compiler.h45
-rw-r--r--src/libjin/Graphics/shaders/je_shader.cpp281
-rw-r--r--src/libjin/Graphics/shaders/je_shader.h201
8 files changed, 736 insertions, 0 deletions
diff --git a/src/libjin/Graphics/shaders/built-in/je_default.shader.h b/src/libjin/Graphics/shaders/built-in/je_default.shader.h
new file mode 100644
index 0000000..3f57c44
--- /dev/null
+++ b/src/libjin/Graphics/shaders/built-in/je_default.shader.h
@@ -0,0 +1,21 @@
+// Ĭshader
+static const char* default_shader = R"(
+
+#VERTEX_SHADER
+
+Vertex vert(Vertex v)
+{
+ return v;
+}
+
+#END_VERTEX_SHADER
+
+#FRAGMENT_SHADER
+
+Color frag(Color col, Texture tex, Vertex v)
+{
+ return col * texel(tex, v.uv);
+}
+
+#END_FRAGMENT_SHADER
+)"; \ No newline at end of file
diff --git a/src/libjin/Graphics/shaders/built-in/je_font.shader.h b/src/libjin/Graphics/shaders/built-in/je_font.shader.h
new file mode 100644
index 0000000..e04c225
--- /dev/null
+++ b/src/libjin/Graphics/shaders/built-in/je_font.shader.h
@@ -0,0 +1,21 @@
+// shader
+static const char* font_shader = R"(
+
+#VERTEX_SHADER
+
+Vertex vert(Vertex v)
+{
+ return v;
+}
+
+#END_VERTEX_SHADER
+
+#FRAGMENT_SHADER
+
+Color frag(Color col, Texture tex, Vertex v)
+{
+ return Color(col.rgb, texel(tex, v.uv).a);
+}
+
+#END_FRAGMENT_SHADER
+)"; \ No newline at end of file
diff --git a/src/libjin/Graphics/shaders/built-in/je_texture.shader.h b/src/libjin/Graphics/shaders/built-in/je_texture.shader.h
new file mode 100644
index 0000000..d1fc86f
--- /dev/null
+++ b/src/libjin/Graphics/shaders/built-in/je_texture.shader.h
@@ -0,0 +1,21 @@
+// ͼshader
+static const char* texture_shader = R"(
+
+#VERTEX_SHADER
+
+Vertex vert(Vertex v)
+{
+ return v;
+}
+
+#END_VERTEX_SHADER
+
+#FRAGMENT_SHADER
+
+Color frag(Color col, Texture tex, Vertex v)
+{
+ return col * texel(tex, v.uv);
+}
+
+#END_FRAGMENT_SHADER
+)"; \ No newline at end of file
diff --git a/src/libjin/Graphics/shaders/je_base.shader.h b/src/libjin/Graphics/shaders/je_base.shader.h
new file mode 100644
index 0000000..88fa872
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_base.shader.h
@@ -0,0 +1,89 @@
+#ifndef __JE_BASE_SHADER_H__
+#define __JE_BASE_SHADER_H__
+
+static const char* base_shared = R"(
+#define Number float
+#define Texture sampler2D
+#define Canvas sampler2D
+#define Color vec4
+#define Vec2 vec2
+#define Vec3 vec3
+#define Vec4 vec4
+
+#define texel texture2D
+
+struct Vertex
+{
+ vec2 xy;
+ vec2 uv;
+};
+
+)";
+
+static const int BASE_SHARED_SIZE = strlen(base_shared);
+
+static const char* base_vertex = R"(
+#version 130 core
+
+%s
+// Projection matrix
+uniform mat4 jin_ProjectionMatrix;
+// Model view matrix
+uniform mat4 jin_ModelMatrix;
+
+in vec2 jin_VertexCoords;
+in vec2 jin_TextureCoords;
+
+out vec4 jin_Color;
+out vec2 jin_XY;
+out vec2 jin_UV;
+
+%s
+
+void main()
+{
+ vec4 v = jin_ModelMatrix * vec4(jin_VertexCoords, 0, 1.0);
+ Vertex _v = vert(Vertex(v.xy, jin_TextureCoords));
+ gl_Position = jin_ProjectionMatrix * vec4(_v.xy, 0, 1.0f);
+ jin_Color = gl_Color;
+ jin_XY = _v.xy;
+ jin_UV = _v.uv;
+}
+)";
+
+static const int BASE_VERTEX_SHADER_SIZE = strlen(base_vertex) + BASE_SHARED_SIZE;
+
+#define formatVertexShader(buf, program) sprintf(buf,base_vertex, base_shared, program)
+
+static const char* base_fragment = R"(
+#version 130 core
+
+%s
+
+uniform Texture jin_MainTexture;
+
+in vec4 jin_Color;
+in vec2 jin_XY;
+in vec2 jin_UV;
+
+out vec4 jin_OutColor;
+
+%s
+
+void main()
+{
+ jin_OutColor = frag(jin_Color, jin_MainTexture, Vertex(jin_XY, jin_UV));
+}
+)";
+
+static const int BASE_FRAGMENT_SHADER_SIZE = strlen(base_fragment) + BASE_SHARED_SIZE;
+
+#define formatFragmentShader(buf, program) sprintf(buf, base_fragment, base_shared, program)
+
+static const char* SHADER_PROJECTION_MATRIX = "jin_ProjectionMatrix";
+static const char* SHADER_MODEL_MATRIX = "jin_ModelMatrix";
+static const char* SHADER_MAIN_TEXTURE = "jin_MainTexture";
+static const char* SHADER_VERTEX_COORDS = "jin_VertexCoords";
+static const char* SHADER_TEXTURE_COORDS = "jin_TextureCoords";
+
+#endif // __JE_BASE_SHADER_H__
diff --git a/src/libjin/Graphics/shaders/je_jsl_compiler.cpp b/src/libjin/Graphics/shaders/je_jsl_compiler.cpp
new file mode 100644
index 0000000..feb88d4
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_jsl_compiler.cpp
@@ -0,0 +1,57 @@
+#include "../../core/je_configuration.h"
+#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#include "../../Filesystem/je_buffer.h"
+
+#include "je_jsl_compiler.h"
+
+using namespace std;
+using namespace JinEngine::Filesystem;
+
+namespace JinEngine
+{
+ namespace Graphics
+ {
+ namespace Shaders
+ {
+
+ #include "je_base.shader.h"
+
+ bool JSLCompiler::compile(const string& jsl, string* vertex_shader, string* fragment_shader)
+ {
+ // parse shader source, need some optimizations
+ int loc_VERTEX_SHADER = jsl.find("#VERTEX_SHADER");
+ int loc_END_VERTEX_SHADER = jsl.find("#END_VERTEX_SHADER");
+ int loc_FRAGMENT_SHADER = jsl.find("#FRAGMENT_SHADER");
+ int loc_END_FRAGMENT_SHADER = jsl.find("#END_FRAGMENT_SHADER");
+ if (loc_VERTEX_SHADER == string::npos
+ || loc_END_VERTEX_SHADER == string::npos
+ || loc_FRAGMENT_SHADER == string::npos
+ || loc_END_FRAGMENT_SHADER == string::npos
+ )
+ return false;
+ // Load vertex and fragment shader source into buffers.
+ {
+ // Compile JSL vertex program.
+ int start = loc_VERTEX_SHADER + strlen("#VERTEX_SHADER");
+ *vertex_shader = jsl.substr(start, loc_END_VERTEX_SHADER - start);
+ Buffer vbuffer = Buffer(vertex_shader->length() + BASE_VERTEX_SHADER_SIZE);
+ formatVertexShader((char*)&vbuffer, vertex_shader->c_str());
+ vertex_shader->assign((char*)&vbuffer);
+ }
+ {
+ // Compile JSL fragment program.
+ int start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER");
+ *fragment_shader = jsl.substr(start, loc_END_FRAGMENT_SHADER - start);
+ Buffer fbuffer = Buffer(fragment_shader->length() + BASE_FRAGMENT_SHADER_SIZE);
+ formatFragmentShader((char*)&fbuffer, fragment_shader->c_str());
+ fragment_shader->assign((char*)&fbuffer);
+ }
+ return true;
+ }
+
+ } // namespace Shaders
+ } // namespace Graphics
+} // namespace JinEngine
+
+#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader) \ No newline at end of file
diff --git a/src/libjin/Graphics/shaders/je_jsl_compiler.h b/src/libjin/Graphics/shaders/je_jsl_compiler.h
new file mode 100644
index 0000000..df1e827
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_jsl_compiler.h
@@ -0,0 +1,45 @@
+#ifndef __JE_JSL_COMPILER_H__
+#define __JE_JSL_COMPILER_H__
+
+#include "../../core/je_configuration.h"
+#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#include <string>
+
+#include "../../common/je_singleton.hpp"
+
+namespace JinEngine
+{
+ namespace Graphics
+ {
+ namespace Shaders
+ {
+
+ ///
+ /// Compile JSL into GLSL.
+ ///
+ class JSLCompiler : public Singleton<JSLCompiler>
+ {
+ public:
+ ///
+ /// Compile JSL shader source into GLSL.
+ ///
+ /// @param jsl JSL shader source.
+ /// @param glsl_vertex Output of vertex glsl shader source.
+ /// @param glsl_fragment Output of fragment glsl shader source.
+ /// @return True if compile successful, otherwise return false.
+ ///
+ bool compile(const std::string& jsl, std::string* glsl_vertex, std::string* glsl_fragment);
+
+ private:
+ singleton(JSLCompiler);
+
+ };
+
+ } // namespace Shaders
+ } // namespace Graphics
+} // namespace JinEngine
+
+#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#endif // __JE_JSL_COMPILER_H__
diff --git a/src/libjin/Graphics/shaders/je_shader.cpp b/src/libjin/Graphics/shaders/je_shader.cpp
new file mode 100644
index 0000000..c1abbf0
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_shader.cpp
@@ -0,0 +1,281 @@
+#include "../../core/je_configuration.h"
+#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#include <iostream>
+
+#include "../../filesystem/je_buffer.h"
+#include "../../utils/je_macros.h"
+
+#include "je_jsl_compiler.h"
+#include "je_shader.h"
+
+using namespace std;
+using namespace JinEngine::Filesystem;
+
+namespace JinEngine
+{
+ namespace Graphics
+ {
+ namespace Shaders
+ {
+
+ //
+ // default_texture
+ // base_shader
+ // SHADER_FORMAT_SIZE
+ // formatShader
+ //
+#include "built-in/je_default.shader.h"
+
+//
+// https://stackoverflow.com/questions/27941496/use-sampler-without-passing-through-value
+// The default value of a sampler variable is 0. From the GLSL 3.30 spec,
+// section "4.3.5 Uniforms":
+//
+// The link time initial value is either the value of the variable's
+// initializer, if present, or 0 if no initializer is present.Sampler
+// types cannot have initializers.
+//
+// Since a value of 0 means that it's sampling from texture unit 0, it will
+// work without ever setting the value as long as you bind your textures to
+// unit 0. This is well defined behavior.
+//
+// Since texture unit 0 is also the default until you call glActiveTexture()
+// with a value other than GL_TEXTURE0, it's very common to always use unit
+// 0 as long as shaders do not need more than one texture.Which means that
+// often times, setting the sampler uniforms is redundant for simple
+// applications.
+//
+// I would still prefer to always set the values.If nothing else, it makes
+// it clear to anybody reading your code that you really mean to sample from
+// texture unit 0, and did not just forget to set the value.
+//
+ const int DEFAULT_TEXTURE_UNIT = 0;
+
+ /*static*/ Shader* Shader::CurrentShader = nullptr;
+
+ Shader* Shader::createShader(const string& program)
+ {
+ Shader* shader = nullptr;
+ try
+ {
+ shader = new Shader(program);
+ }
+ catch (...)
+ {
+ return nullptr;
+ }
+ return shader;
+ }
+
+ Shader::Shader(const string& program)
+ : mCurrentTextureUnit(DEFAULT_TEXTURE_UNIT)
+ {
+ if (!compile(program))
+ throw 0;
+ }
+
+ Shader::~Shader()
+ {
+ if (CurrentShader == this)
+ unuse();
+ // delete shader program
+ glDeleteShader(mPID);
+ }
+
+ bool Shader::compile(const string& program)
+ {
+ string vertex_shader, fragment_shader;
+ // Compile JSL shader source into GLSL shader source.
+ JSLCompiler* compiler = JSLCompiler::get();
+ if (!compiler->compile(program, &vertex_shader, &fragment_shader))
+ {
+ return false;
+ }
+#define glsl(SHADER_MODE, SHADER, SRC) \
+do{ \
+const GLchar* src = SRC.c_str(); \
+glShaderSource(SHADER, 1, &src, NULL); \
+glCompileShader(SHADER); \
+GLint success; \
+glGetShaderiv(SHADER, GL_COMPILE_STATUS, &success); \
+if (success == GL_FALSE) \
+ return false; \
+}while(0)
+ // Compile vertex shader.
+ GLuint vid = glCreateShader(GL_VERTEX_SHADER);
+ glsl(GL_VERTEX_SHADER, vid, vertex_shader);
+ // Compile fragment shader.
+ GLuint fid = glCreateShader(GL_FRAGMENT_SHADER);
+ glsl(GL_FRAGMENT_SHADER, fid, fragment_shader);
+#undef glsl
+ // Create OpenGL shader program.
+ mPID = glCreateProgram();
+ glAttachShader(mPID, vid);
+ glAttachShader(mPID, fid);
+ glLinkProgram(mPID);
+ GLint success;
+ glGetProgramiv(mPID, GL_LINK_STATUS, &success);
+ if (success == GL_FALSE)
+ return false;
+ }
+
+ static inline GLint getMaxTextureUnits()
+ {
+ GLint maxTextureUnits = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
+ return maxTextureUnits;
+ }
+
+ void Shader::use()
+ {
+ glUseProgram(mPID);
+ CurrentShader = this;
+ sendInt(SHADER_MAIN_TEXTURE, DEFAULT_TEXTURE_UNIT);
+ }
+
+ /*static*/ void Shader::unuse()
+ {
+ glUseProgram(0);
+ CurrentShader = nullptr;
+ }
+
+ GLint Shader::claimTextureUnit(const std::string& name)
+ {
+ std::map<std::string, GLint>::iterator unit = mTextureUnits.find(name);
+ if (unit != mTextureUnits.end())
+ return unit->second;
+ static GLint MAX_TEXTURE_UNITS = getMaxTextureUnits();
+ if (++mCurrentTextureUnit >= MAX_TEXTURE_UNITS)
+ return 0;
+ mTextureUnits[name] = mCurrentTextureUnit;
+ return mCurrentTextureUnit;
+ }
+
+#define checkJSL() \
+ if (CurrentShader != this) \
+ return
+
+ void Shader::sendInt(const char* name, int value)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform1i(loc, value);
+ }
+
+ void Shader::sendFloat(const char* variable, float number)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, variable);
+ glUniform1f(loc, number);
+ }
+
+ //
+ // https://www.douban.com/note/627332677/
+ // struct TextureUnit
+ // {
+ // GLuint targetTexture1D;
+ // GLuint targetTexture2D;
+ // GLuint targetTexture3D;
+ // GLuint targetTextureCube;
+ // ...
+ // };
+ //
+ // TextureUnit mTextureUnits[GL_MAX_TEXTURE_IMAGE_UNITS]
+ // GLuint mCurrentTextureUnit = 0;
+ //
+ void Shader::sendTexture(const char* variable, const Texture* tex)
+ {
+ checkJSL();
+ GLint location = glGetUniformLocation(mPID, variable);
+ if (location == -1)
+ return;
+ GLint unit = claimTextureUnit(variable);
+ if (unit == 0)
+ {
+ // TODO: 쳣󶨵
+ return;
+ }
+ gl.activeTexUnit(unit);
+ glUniform1i(location, unit);
+ gl.bindTexture(tex->getGLTexture());
+ gl.activeTexUnit(0);
+ }
+
+ void Shader::sendCanvas(const char* variable, const Canvas* canvas)
+ {
+ checkJSL();
+ GLint location = glGetUniformLocation(mPID, variable);
+ if (location == -1)
+ return;
+ GLint unit = claimTextureUnit(variable);
+ if (unit == 0)
+ {
+ // TODO: 쳣󶨵
+ return;
+ }
+ glUniform1i(location, unit);
+ glActiveTexture(GL_TEXTURE0 + unit);
+ gl.bindTexture(canvas->getGLTexture());
+
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+ void Shader::sendVec2(const char* name, float x, float y)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform2f(loc, x, y);
+ }
+
+ void Shader::sendVec3(const char* name, float x, float y, float z)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform3f(loc, x, y, z);
+ }
+
+ void Shader::sendVec4(const char* name, float x, float y, float z, float w)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform4f(loc, x, y, z, w);
+ }
+
+ void Shader::sendColor(const char* name, const Color* col)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform4f(loc,
+ col->r / 255.f,
+ col->g / 255.f,
+ col->b / 255.f,
+ col->a / 255.f
+ );
+ }
+
+ void Shader::sendMatrix4(const char* name, const Math::Matrix* mat4)
+ {
+ int loc = glGetUniformLocation(mPID, name);
+ glUniformMatrix4fv(loc, 1, GL_FALSE, mat4->getElements());
+ }
+
+ void Shader::setVertexPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers)
+ {
+ GLint loc = glGetAttribLocation(mPID, SHADER_VERTEX_COORDS);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(loc, n, type, GL_FALSE, stride, pointers);
+ }
+
+ void Shader::setUVPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers)
+ {
+ GLint loc = glGetAttribLocation(mPID, SHADER_TEXTURE_COORDS);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(loc, n, type, GL_FALSE, stride, pointers);
+ }
+
+ } // namespace Shaders
+ } // namespace Graphics
+} // namespace JinEngine
+
+#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader) \ No newline at end of file
diff --git a/src/libjin/Graphics/shaders/je_shader.h b/src/libjin/Graphics/shaders/je_shader.h
new file mode 100644
index 0000000..2009e79
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_shader.h
@@ -0,0 +1,201 @@
+#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 "GLee/GLee.h"
+
+#include "../je_color.h"
+#include "../je_texture.h"
+#include "../je_canvas.h"
+
+#include "je_base.shader.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:
+ ///
+ /// Create shader program from source code.
+ ///
+ /// @param source The shader source code.
+ ///
+ static Shader* createShader(const std::string& source);
+
+ ///
+ /// Get current shader.
+ ///
+ /// @return Current used shader program.
+ ///
+ static inline Shader* getCurrentShader() { return CurrentShader; }
+
+ ///
+ /// Unuse current shader.
+ ///
+ static void unuse();
+
+ ///
+ /// Destructor of shader.
+ ///
+ virtual ~Shader();
+
+ ///
+ /// Use specific shader.
+ ///
+ void use();
+
+ ///
+ /// Send float value to shader.
+ ///
+ /// @param name Name of the uniform variable to be assigned.
+ /// @param number Value of uniform variable to be sent.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void 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.
+ ///
+ void setVertexPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers);
+
+ ///
+ /// 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.
+ ///
+ void setUVPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers);
+
+ protected:
+ ///
+ /// Reference of current used shader.
+ ///
+ static Shader* CurrentShader;
+
+ ///
+ /// 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);
+
+ ///
+ /// Shader constructor.
+ ///
+ Shader(const std::string& program);
+
+ ///
+ /// 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);
+
+ GLuint mPID;
+ GLint mCurrentTextureUnit;
+ std::map<std::string, GLint> mTextureUnits;
+
+ };
+
+ } // namespace Shaders
+ } // namespace Graphics
+} // namespace JinEngine
+
+#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#endif // __JE_SHADER_H__ \ No newline at end of file