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112 lines
3.9 KiB
C++
112 lines
3.9 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfShaderSourceRepository.h"
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namespace cvf {
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class ShaderSourceProvider;
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class ShaderProgram;
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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class ShaderProgramGenerator
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{
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public:
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ShaderProgramGenerator(String shaderProgramName, ShaderSourceProvider* sourceProvider);
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void addVertexCode(ShaderSourceRepository::ShaderIdent shaderIdent);
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void addFragmentCode(ShaderSourceRepository::ShaderIdent shaderIdent);
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void addGeometryCode(ShaderSourceRepository::ShaderIdent shaderIdent);
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void addVertexCode(const String& vertShaderCode);
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void addFragmentCode(const String& fragShaderCode);
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void addVertexCodeFromFile(String shaderName);
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void addFragmentCodeFromFile(String shaderName);
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void configureStandardHeadlightColor();
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void configureStandardHeadlightTexture();
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ref<ShaderProgram> generate();
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private:
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ShaderSourceProvider* m_sourceProvider;
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String m_shaderProgramName;
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std::vector<String> m_vertexCodes;
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std::vector<String> m_fragmentCodes;
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std::vector<String> m_geometryCodes;
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std::vector<String> m_vertexNames;
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std::vector<String> m_fragmentNames;
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std::vector<String> m_geometryNames;
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};
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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class ShaderSourceCombiner
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{
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public:
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ShaderSourceCombiner(const std::vector<String>& shaderCodes, const std::vector<String>& shaderNames);
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void enableDebugComments(bool enableDebugComments);
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String combinedSource() const;
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private:
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static uint findVersion(const String& shaderCode);
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static bool startsWithGlobalKeyword(const String& codeLine);
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private:
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const std::vector<String>& m_shaderCodes;
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const std::vector<String>& m_shaderNames;
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bool m_enableDebugComments;
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};
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}
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