ResInsight/Fwk/VizFwk/LibRender/cvfShaderProgramGenerator.h

112 lines
3.9 KiB
C++

//##################################################################################################
//
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// 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 <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// 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<ShaderProgram> generate();
private:
ShaderSourceProvider* m_sourceProvider;
String m_shaderProgramName;
std::vector<String> m_vertexCodes;
std::vector<String> m_fragmentCodes;
std::vector<String> m_geometryCodes;
std::vector<String> m_vertexNames;
std::vector<String> m_fragmentNames;
std::vector<String> m_geometryNames;
};
//==================================================================================================
//
//
//
//==================================================================================================
class ShaderSourceCombiner
{
public:
ShaderSourceCombiner(const std::vector<String>& shaderCodes, const std::vector<String>& 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<String>& m_shaderCodes;
const std::vector<String>& m_shaderNames;
bool m_enableDebugComments;
};
}