/* 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" #include "common/singleton.h" namespace OpenGL { enum { kPositionAttribLocation = 0, kTexCoordAttribLocation = 1, kColorAttribLocation = 2 }; class Shader { public: Shader(const Common::String &vertex, const Common::String &fragment); ~Shader(); /** * 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); /** * Return location for uniform with given name. * * @param name Name of the uniform to look up in the shader. * @return The location or -1 if uniform was not found. */ GLint getUniformLocation(const char *name) const; /** * Bind value to uniform. * * Note: this only works when the shader is actived by activate. * * @param location Location of the uniform. * @param value The value to be set. */ void setUniformI(GLint location, GLint value); protected: /** * Vertex shader sources. */ const Common::String _vertex; /** * Fragment shader sources. */ const Common::String _fragment; /** * Shader program handle. */ GLprogram _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 GLshader compileShader(const char *source, GLenum shaderType); }; class ShaderManager : public Common::Singleton { public: enum ShaderUsage { /** Default shader implementing the GL fixed-function pipeline. */ kDefault = 0, /** CLUT8 look up shader. */ kCLUT8LookUp, /** Number of built-in shaders. Should not be used for query. */ kMaxUsages }; /** * Notify shader manager about context destruction. */ void notifyDestroy(); /** * Notify shader manager about context creation. */ void notifyCreate(); /** * Query a built-in shader. */ Shader *query(ShaderUsage shader) const; private: friend class Common::Singleton; ShaderManager(); ~ShaderManager(); Shader *_builtIn[kMaxUsages]; }; } // End of namespace OpenGL /** Shortcut for accessing the font manager. */ #define ShaderMan (OpenGL::ShaderManager::instance()) #endif // !USE_FORCED_GLES #endif