ResInsight/Fwk/VizFwk/LibRender/cvfShader.h

91 lines
3.3 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 "cvfObject.h"
#include "cvfString.h"
#include "cvfOpenGLTypes.h"
namespace cvf {
class OpenGLContext;
class OglRcShader;
//==================================================================================================
//
// Encapsulates a GLSL shader (vertex, fragment or geometry shader)
//
//==================================================================================================
class Shader : public Object
{
public:
enum ShaderType
{
VERTEX_SHADER,
FRAGMENT_SHADER,
GEOMETRY_SHADER
};
public:
Shader(ShaderType shaderType, const String& shaderName);
Shader(ShaderType shaderType, const String& shaderName, const String& source);
~Shader();
ShaderType shaderType() const;
String shaderName() const;
bool compile(OpenGLContext* oglContext);
int compiledVersionTick() const;
OglId shaderOglId() const;
void deleteShader(OpenGLContext* oglContext);
String shaderInfoLog(OpenGLContext* oglContext) const;
private:
const ShaderType m_shaderType; // Type is vertex, fragment or geometry shader
String m_shaderName; // Name of this shader. Primarily used when reporting errors
String m_source;
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
int m_compiledVersionTick; // Versioning of this shader
ref<OglRcShader> m_oglRcShader; //
};
}