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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_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 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);
};
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES
#endif
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