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-rw-r--r--src/libjin/graphics/shaders/shader.h204
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diff --git a/src/libjin/graphics/shaders/shader.h b/src/libjin/graphics/shaders/shader.h
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+++ b/src/libjin/graphics/shaders/shader.h
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+#ifndef __JE_SHADER_H__
+#define __JE_SHADER_H__
+
+#include "../../core/configuration.h"
+#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
+
+#include <string>
+#include <map>
+
+#include "../../common/string.h"
+
+#include "../color.h"
+#include "../texture.h"
+#include "../canvas.h"
+
+#include "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