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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include <vector>
#include <string>
#include "system_gl.h"
namespace Shaders {
//////////////////////////////////////////////////////////////////////
// CShader - base class
//////////////////////////////////////////////////////////////////////
class CShader
{
public:
CShader() = default;
virtual ~CShader() = default;
virtual bool Compile() = 0;
virtual void Free() = 0;
virtual GLuint Handle() = 0;
virtual void SetSource(const std::string& src) { m_source = src; }
virtual bool LoadSource(const std::string& filename, const std::string& prefix = "");
virtual bool AppendSource(const std::string& filename);
virtual bool InsertSource(const std::string& filename, const std::string& loc);
bool OK() const { return m_compiled; }
protected:
std::string m_source;
std::string m_lastLog;
std::vector<std::string> m_attr;
bool m_compiled = false;
};
//////////////////////////////////////////////////////////////////////
// CVertexShader - vertex shader class
//////////////////////////////////////////////////////////////////////
class CVertexShader : public CShader
{
public:
CVertexShader() = default;
~CVertexShader() override { Free(); }
void Free() override {}
GLuint Handle() override { return m_vertexShader; }
protected:
GLuint m_vertexShader = 0;
};
class CGLSLVertexShader : public CVertexShader
{
public:
void Free() override;
bool Compile() override;
};
//////////////////////////////////////////////////////////////////////
// CPixelShader - abstract pixel shader class
//////////////////////////////////////////////////////////////////////
class CPixelShader : public CShader
{
public:
CPixelShader() = default;
~CPixelShader() override { Free(); }
void Free() override {}
GLuint Handle() override { return m_pixelShader; }
protected:
GLuint m_pixelShader = 0;
};
class CGLSLPixelShader : public CPixelShader
{
public:
void Free() override;
bool Compile() override;
};
//////////////////////////////////////////////////////////////////////
// CShaderProgram - the complete shader consisting of both the vertex
// and pixel programs. (abstract)
//////////////////////////////////////////////////////////////////////
class CShaderProgram
{
public:
CShaderProgram() = default;
virtual ~CShaderProgram()
{
delete m_pFP;
delete m_pVP;
}
// enable the shader
virtual bool Enable() = 0;
// disable the shader
virtual void Disable() = 0;
// returns true if shader is compiled and linked
bool OK() const { return m_ok; }
// return the vertex shader object
CVertexShader* VertexShader() { return m_pVP; }
// return the pixel shader object
CPixelShader* PixelShader() { return m_pFP; }
// compile and link the shaders
virtual bool CompileAndLink() = 0;
// override to to perform custom tasks on successful compilation
// and linkage. E.g. obtaining handles to shader attributes.
virtual void OnCompiledAndLinked() {}
// override to to perform custom tasks before shader is enabled
// and after it is disabled. Return false in OnDisabled() to
// disable shader.
// E.g. setting attributes, disabling texture unites, etc
virtual bool OnEnabled() { return true; }
virtual void OnDisabled() { }
virtual GLuint ProgramHandle() { return m_shaderProgram; }
protected:
CVertexShader* m_pVP = nullptr;
CPixelShader* m_pFP = nullptr;
GLuint m_shaderProgram = 0;
bool m_ok = false;
};
class CGLSLShaderProgram : virtual public CShaderProgram
{
public:
CGLSLShaderProgram();
CGLSLShaderProgram(const std::string& vert
, const std::string& frag);
~CGLSLShaderProgram() override;
// enable the shader
bool Enable() override;
// disable the shader
void Disable() override;
// compile and link the shaders
bool CompileAndLink() override;
protected:
void Free();
GLint m_lastProgram;
bool m_validated = false;
};
} // close namespace
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