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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef BACKENDS_GRAPHICS_OPENGL_SHADER_H
+#define BACKENDS_GRAPHICS_OPENGL_SHADER_H
+
+#include "backends/graphics/opengl/opengl-sys.h"
+
+#if !USE_FORCED_GL && !USE_FORCED_GLES
+
+#include "common/str.h"
+
+namespace OpenGL {
+
+enum {
+ kPositionAttribLocation = 0,
+ kTexCoordAttribLocation = 1,
+ kColorAttribLocation = 2
+};
+
+extern const char *const g_defaultVertexShader;
+extern const char *const g_defaultFragmentShader;
+
+class Shader {
+public:
+ Shader(const Common::String &vertex, const Common::String &fragment);
+ ~Shader() { destroy(); }
+
+ /**
+ * Destroy the shader program.
+ *
+ * This keeps the vertex and fragment shader sources around and thus
+ * allows for recreating the shader on context recreation.
+ */
+ void destroy();
+
+ /**
+ * Recreate shader program.
+ *
+ * @return true on success, false on failure.
+ */
+ bool recreate();
+
+ /**
+ * Make shader active.
+ *
+ * @param projectionMatrix Projection matrix to use.
+ */
+ void activate(const GLfloat *projectionMatrix);
+private:
+ /**
+ * Vertex shader sources.
+ */
+ const Common::String _vertex;
+
+ /**
+ * Fragment shader sources.
+ */
+ const Common::String _fragment;
+
+ /**
+ * Shader program handle.
+ */
+ GLuint _program;
+
+ /**
+ * Location of the matrix uniform in the shader program.
+ */
+ GLint _projectionLocation;
+
+ /**
+ * Location of the texture sampler location in the shader program.
+ */
+ GLint _textureLocation;
+
+ /**
+ * Compile a vertex or fragment shader.
+ *
+ * @param source Sources to the shader.
+ * @param shaderType Type of shader to compile (GL_FRAGMENT_SHADER or
+ * GL_VERTEX_SHADER)
+ * @return The shader object or 0 on failure.
+ */
+ static GLuint compileShader(const char *source, GLenum shaderType);
+};
+
+} // End of namespace OpenGL
+
+#endif // !USE_FORCED_GL && !USE_FORCED_GLES
+
+#endif