/* 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_GLES #include "common/str.h" namespace OpenGL { enum { kPositionAttribLocation = 0, kTexCoordAttribLocation = 1, kColorAttribLocation = 2 }; extern const char *const g_defaultVertexShader; #if !USE_FORCED_GLES2 extern const char *const g_defaultFragmentShaderGL; #endif #if !USE_FORCED_GL extern const char *const g_defaultFragmentShaderGLES2; #endif class Shader { public: Shader(const Common::String &vertex, const Common::String &fragment) : _vertex(vertex), _fragment(fragment) {} virtual ~Shader() {} /** * Destroy the shader program. * * This keeps the vertex and fragment shader sources around and thus * allows for recreating the shader on context recreation. */ virtual void destroy() = 0; /** * Recreate shader program. * * @return true on success, false on failure. */ virtual bool recreate() = 0; /** * Make shader active. * * @param projectionMatrix Projection matrix to use. */ virtual void activate(const GLfloat *projectionMatrix) = 0; protected: /** * Vertex shader sources. */ const Common::String _vertex; /** * Fragment shader sources. */ const Common::String _fragment; }; #if !USE_FORCED_GLES2 class ShaderARB : public Shader { public: ShaderARB(const Common::String &vertex, const Common::String &fragment); virtual ~ShaderARB(); virtual void destroy(); virtual bool recreate(); virtual void activate(const GLfloat *projectionMatrix); private: /** * Shader program handle. */ GLhandleARB _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_ARB or * GL_VERTEX_SHADER_ARB) * @return The shader object or 0 on failure. */ static GLhandleARB compileShader(const char *source, GLenum shaderType); }; #endif // !USE_FORCED_GLES2 #if !USE_FORCED_GL class ShaderGLES2 : public Shader { public: ShaderGLES2(const Common::String &vertex, const Common::String &fragment); virtual ~ShaderGLES2(); virtual void destroy(); virtual bool recreate(); virtual void activate(const GLfloat *projectionMatrix); private: /** * 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); }; #endif } // End of namespace OpenGL #endif // !USE_FORCED_GLES #endif