//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2013 Ceetron AS // // This library may be used under the terms of either the GNU General Public License or // the GNU Lesser General Public License as follows: // // GNU General Public License Usage // This library 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 3 of the License, or // (at your option) any later version. // // This library 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 at <> // for more details. // // GNU Lesser General Public License Usage // This library is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library 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 Lesser General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfShaderSourceRepository.h" namespace cvf { class ShaderSourceProvider; class ShaderProgram; //================================================================================================== // // // //================================================================================================== class ShaderProgramGenerator { public: ShaderProgramGenerator(String shaderProgramName, ShaderSourceProvider* sourceProvider); void addVertexCode(ShaderSourceRepository::ShaderIdent shaderIdent); void addFragmentCode(ShaderSourceRepository::ShaderIdent shaderIdent); void addGeometryCode(ShaderSourceRepository::ShaderIdent shaderIdent); void addVertexCode(const String& vertShaderCode); void addFragmentCode(const String& fragShaderCode); void addVertexCodeFromFile(String shaderName); void addFragmentCodeFromFile(String shaderName); void configureStandardHeadlightColor(); void configureStandardHeadlightTexture(); ref generate(); private: ShaderSourceProvider* m_sourceProvider; String m_shaderProgramName; std::vector m_vertexCodes; std::vector m_fragmentCodes; std::vector m_geometryCodes; std::vector m_vertexNames; std::vector m_fragmentNames; std::vector m_geometryNames; }; //================================================================================================== // // // //================================================================================================== class ShaderSourceCombiner { public: ShaderSourceCombiner(const std::vector& shaderCodes, const std::vector& shaderNames); void enableDebugComments(bool enableDebugComments); String combinedSource() const; private: static uint findVersion(const String& shaderCode); static bool startsWithGlobalKeyword(const String& codeLine); private: const std::vector& m_shaderCodes; const std::vector& m_shaderNames; bool m_enableDebugComments; }; }