From 7d5f055547e70fa93ee9ac944e62f8d657b9dc55 Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 19 Oct 2018 08:36:44 +0800 Subject: =?UTF-8?q?*=E4=BF=AE=E6=94=B9=E6=96=87=E4=BB=B6=E5=90=8D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/libjin/Graphics/Shader/Shader.h | 197 ------------------------------------ 1 file changed, 197 deletions(-) delete mode 100644 src/libjin/Graphics/Shader/Shader.h (limited to 'src/libjin/Graphics/Shader/Shader.h') diff --git a/src/libjin/Graphics/Shader/Shader.h b/src/libjin/Graphics/Shader/Shader.h deleted file mode 100644 index 71579a9..0000000 --- a/src/libjin/Graphics/Shader/Shader.h +++ /dev/null @@ -1,197 +0,0 @@ -#ifndef __LIBJIN_SHADER_H -#define __LIBJIN_SHADER_H - -#include "../../configuration.h" -#if defined(jin_graphics) && defined(jin_graphics_shader) - -#include -#include - -#include "../../3rdparty/GLee/GLee.h" -#include "../color.h" -#include "../texture.h" -#include "../canvas.h" -#include "base.shader.h" - -namespace jin -{ - namespace graphics - { - /// - /// 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 bindVertexPointer(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 bindUVPointer(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 mTextureUnits; - - }; - - } // namespace graphics -} // namespace jin - -#endif // jin_graphics && jin_graphics_shader - -#endif // __LIBJIN_SHADER_H \ No newline at end of file -- cgit v1.1-26-g67d0