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91 lines
3.3 KiB
C++
91 lines
3.3 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 "cvfObject.h"
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#include "cvfString.h"
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#include "cvfOpenGLTypes.h"
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namespace cvf {
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class OpenGLContext;
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class OglRcShader;
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//==================================================================================================
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//
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// Encapsulates a GLSL shader (vertex, fragment or geometry shader)
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//
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//==================================================================================================
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class Shader : public Object
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{
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public:
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enum ShaderType
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{
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VERTEX_SHADER,
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FRAGMENT_SHADER,
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GEOMETRY_SHADER
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};
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public:
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Shader(ShaderType shaderType, const String& shaderName);
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Shader(ShaderType shaderType, const String& shaderName, const String& source);
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~Shader();
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ShaderType shaderType() const;
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String shaderName() const;
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bool compile(OpenGLContext* oglContext);
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int compiledVersionTick() const;
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OglId shaderOglId() const;
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void deleteShader(OpenGLContext* oglContext);
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String shaderInfoLog(OpenGLContext* oglContext) const;
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private:
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const ShaderType m_shaderType; // Type is vertex, fragment or geometry shader
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String m_shaderName; // Name of this shader. Primarily used when reporting errors
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String m_source;
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bool m_lastCompileSucceeded; // Flag to indicate if the last attempt at compiling this shader succeeded. May be true even after shader is deleted wrt OpenGL
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int m_compiledVersionTick; // Versioning of this shader
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ref<OglRcShader> m_oglRcShader; //
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};
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}
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