2016-02-07 22:32:38 +00:00
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//
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// Shader.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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2018-05-13 19:19:52 +00:00
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// Copyright 2016 Thomas Harte. All rights reserved.
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2016-02-07 22:32:38 +00:00
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//
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#ifndef Shader_hpp
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#define Shader_hpp
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2017-11-09 03:36:41 +00:00
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#include "../OpenGL.hpp"
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#include <functional>
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#include <mutex>
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#include <string>
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#include <vector>
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2016-02-08 00:21:22 +00:00
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2023-05-10 21:02:18 +00:00
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namespace Outputs::Display::OpenGL {
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/*!
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A @c Shader compiles and holds a shader object, based on a single
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vertex program and a single fragment program. Attribute bindings
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may be supplied if desired.
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*/
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class Shader {
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public:
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enum {
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VertexShaderCompilationError,
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FragmentShaderCompilationError,
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ProgramLinkageError
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};
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struct AttributeBinding {
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AttributeBinding(const std::string &name, GLuint index) : name(name), index(index) {}
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const std::string name;
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const GLuint index;
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};
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/*!
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param attribute_bindings A vector of attribute bindings.
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*/
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings = {});
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/*!
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param binding_names A list of attributes to generate bindings for; these will be given indices 0, 1, 2 ... n-1.
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*/
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names);
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~Shader();
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/*!
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Performs an @c glUseProgram to make this the active shader unless:
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(i) it was the previous shader bound; and
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(ii) no calls have been received to unbind in the interim.
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Subsequently performs all work queued up for the next bind irrespective of whether a @c glUseProgram call occurred.
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*/
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void bind() const;
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/*!
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Unbinds the current instance of Shader, if one is bound.
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*/
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static void unbind();
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/*!
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Performs a @c glGetAttribLocation call.
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@param name The name of the attribute to locate.
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@returns The location of the requested attribute.
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*/
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GLint get_attrib_location(const std::string &name) const;
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/*!
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Performs a @c glGetUniformLocation call.
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@param name The name of the uniform to locate.
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@returns The location of the requested uniform.
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*/
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GLint get_uniform_location(const std::string &name) const;
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2016-05-10 23:11:48 +00:00
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/*!
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Shorthand for an appropriate sequence of:
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* @c get_attrib_location;
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* @c glEnableVertexAttribArray;
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* @c glVertexAttribPointer;
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* @c glVertexAttribDivisor.
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*/
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void enable_vertex_attribute_with_pointer(const std::string &name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor);
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2016-05-14 02:08:32 +00:00
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/*!
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All @c set_uniforms queue up the requested uniform changes. Changes are applied automatically the next time the shader is bound.
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*/
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void set_uniform(const std::string &name, GLint value);
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void set_uniform(const std::string &name, GLint value1, GLint value2);
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void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3);
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void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4);
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void set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values);
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void set_uniform(const std::string &name, GLfloat value);
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void set_uniform(const std::string &name, GLfloat value1, GLfloat value2);
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void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3);
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void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4);
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void set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values);
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void set_uniform(const std::string &name, GLuint value);
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void set_uniform(const std::string &name, GLuint value1, GLuint value2);
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void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3);
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void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4);
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void set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values);
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void set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values);
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void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values);
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private:
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void init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings);
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2017-02-20 15:35:33 +00:00
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GLuint compile_shader(const std::string &source, GLenum type);
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GLuint shader_program_;
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2018-11-24 03:33:28 +00:00
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void flush_functions() const;
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mutable std::vector<std::function<void(void)>> enqueued_functions_;
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mutable std::mutex function_mutex_;
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protected:
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void enqueue_function(std::function<void(void)> function);
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};
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2016-02-07 22:32:38 +00:00
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}
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#endif /* Shader_hpp */
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