mirror of
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301 lines
10 KiB
C++
Vendored
301 lines
10 KiB
C++
Vendored
/****************************************************************************
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Copyright 2012 cocos2d-x.org
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCGLPROGRAM_H__
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#define __CCGLPROGRAM_H__
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#include "../include/ccMacros.h"
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#include "../cocoa/CCObject.h"
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#include "../platform/CCGL.h"
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NS_CC_BEGIN
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/**
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* @addtogroup shaders
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* @{
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*/
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enum {
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kCCVertexAttrib_Position,
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kCCVertexAttrib_Color,
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kCCVertexAttrib_TexCoords,
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kCCVertexAttrib_MAX,
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};
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enum {
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kCCUniformPMatrix,
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kCCUniformMVMatrix,
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kCCUniformMVPMatrix,
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kCCUniformTime,
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kCCUniformSinTime,
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kCCUniformCosTime,
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kCCUniformRandom01,
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kCCUniformSampler,
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kCCUniform_MAX,
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};
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#define kCCShader_PositionTextureColor "ShaderPositionTextureColor"
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#define kCCShader_PositionTextureColorAlphaTest "ShaderPositionTextureColorAlphaTest"
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#define kCCShader_PositionColor "ShaderPositionColor"
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#define kCCShader_PositionTexture "ShaderPositionTexture"
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#define kCCShader_PositionTexture_uColor "ShaderPositionTexture_uColor"
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#define kCCShader_PositionTextureA8Color "ShaderPositionTextureA8Color"
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#define kCCShader_Position_uColor "ShaderPosition_uColor"
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#define kCCShader_PositionLengthTexureColor "ShaderPositionLengthTextureColor"
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#define kCCShader_ControlSwitch "Shader_ControlSwitch"
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// uniform names
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#define kCCUniformPMatrix_s "CC_PMatrix"
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#define kCCUniformMVMatrix_s "CC_MVMatrix"
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#define kCCUniformMVPMatrix_s "CC_MVPMatrix"
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#define kCCUniformTime_s "CC_Time"
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#define kCCUniformSinTime_s "CC_SinTime"
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#define kCCUniformCosTime_s "CC_CosTime"
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#define kCCUniformRandom01_s "CC_Random01"
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#define kCCUniformSampler_s "CC_Texture0"
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#define kCCUniformAlphaTestValue "CC_alpha_value"
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// Attribute names
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#define kCCAttributeNameColor "a_color"
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#define kCCAttributeNamePosition "a_position"
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#define kCCAttributeNameTexCoord "a_texCoord"
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struct _hashUniformEntry;
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typedef void (*GLInfoFunction)(GLuint program, GLenum pname, GLint* params);
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typedef void (*GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
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/** CCGLProgram
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Class that implements a glProgram
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@since v2.0.0
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*/
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class CC_DLL CCGLProgram : public CCObject
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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* @lua NA
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*/
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CCGLProgram();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~CCGLProgram();
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/** Initializes the CCGLProgram with a vertex and fragment with bytes array
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* @js initWithString
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* @lua NA
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*/
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bool initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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/** Initializes the CCGLProgram with precompiled shader program */
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bool initWithPrecompiledProgramByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray);
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#endif
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/** Initializes the CCGLProgram with a vertex and fragment with contents of filenames
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* @js init
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* @lua NA
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*/
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bool initWithVertexShaderFilename(const char* vShaderFilename, const char* fShaderFilename);
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/** It will add a new attribute to the shader
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* @lua NA
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*/
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void addAttribute(const char* attributeName, GLuint index);
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/** links the glProgram
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* @lua NA
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*/
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bool link();
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/** it will call glUseProgram()
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* @lua NA
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*/
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void use();
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/** It will create 4 uniforms:
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- kCCUniformPMatrix
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- kCCUniformMVMatrix
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- kCCUniformMVPMatrix
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- kCCUniformSampler
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And it will bind "kCCUniformSampler" to 0
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* @lua NA
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*/
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void updateUniforms();
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/** calls retrieves the named uniform location for this shader program.
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* @lua NA
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*/
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GLint getUniformLocationForName(const char* name);
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/** calls glUniform1i only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationI32
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* @lua NA
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*/
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void setUniformLocationWith1i(GLint location, GLint i1);
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/** calls glUniform2i only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith2i(GLint location, GLint i1, GLint i2);
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/** calls glUniform3i only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3);
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/** calls glUniform4i only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4);
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/** calls glUniform2iv only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform3iv only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith3iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform4iv only if the values are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformLocationWith4iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform1f only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationF32
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* @lua NA
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*/
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void setUniformLocationWith1f(GLint location, GLfloat f1);
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/** calls glUniform2f only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationF32
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* @lua NA
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*/
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void setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2);
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/** calls glUniform3f only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationF32
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* @lua NA
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*/
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void setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3);
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/** calls glUniform4f only if the values are different than the previous call for this same shader program.
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* @js setUniformLocationF32
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* @lua NA
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*/
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void setUniformLocationWith4f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4);
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/** calls glUniform2fv only if the values are different than the previous call for this same shader program.
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* @js NA
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* @lua NA
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*/
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void setUniformLocationWith2fv(GLint location, GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniform3fv only if the values are different than the previous call for this same shader program.
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* @js NA
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* @lua NA
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*/
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void setUniformLocationWith3fv(GLint location, GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniform4fv only if the values are different than the previous call for this same shader program.
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* @js NA
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* @lua NA
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*/
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void setUniformLocationWith4fv(GLint location, GLfloat* floats, unsigned int numberOfArrays);
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/** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program.
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* @js NA
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* @lua NA
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*/
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void setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices);
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/** will update the builtin uniforms if they are different than the previous call for this same shader program.
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* @lua NA
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*/
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void setUniformsForBuiltins();
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/** returns the vertexShader error log
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* @js getVertexShaderLog
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* @lua NA
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*/
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const char* vertexShaderLog();
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/** returns the fragmentShader error log
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* @js getFragmentShaderLog
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* @lua NA
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*/
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const char* fragmentShaderLog();
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/** returns the program error log
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* @js getProgramLog
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* @lua NA
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*/
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const char* programLog();
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/** reload all shaders, this function is designed for android
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* when opengl context lost, so don't call it.
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* @lua NA
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*/
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void reset();
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/**
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* @lua NA
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*/
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inline const GLuint getProgram() { return m_uProgram; }
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void setUniformLocationWithMatrix3fv(int, float*, unsigned int);
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private:
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bool updateUniformLocation(GLint location, GLvoid* data, unsigned int bytes);
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const char* description();
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bool compileShader(GLuint * shader, GLenum type, const GLchar* source);
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const char* logForOpenGLObject(GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc);
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protected:
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GLuint m_uProgram;
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GLuint m_uVertShader;
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GLuint m_uFragShader;
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GLint m_uUniforms[kCCUniform_MAX];
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struct _hashUniformEntry* m_pHashForUniforms;
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bool m_bUsesTime;
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bool m_hasShaderCompiler;
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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gd::string m_shaderId;
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#endif
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};
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// end of shaders group
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/// @}
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NS_CC_END
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#endif /* __CCGLPROGRAM_H__ */
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