ResInsight/Fwk/VizFwk/LibRender/cvfShaderProgram.h

155 lines
6.3 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 "cvfShader.h"
#include "cvfCollection.h"
#include <map>
namespace cvf {
class Uniform;
class UniformSet;
class MatrixState;
class OpenGLContext;
class OglRcProgram;
//==================================================================================================
//
// Encapsulates a GLSL shader program
//
//==================================================================================================
class ShaderProgram : public Object
{
public:
enum FixedUniform
{
PROJECTION_MATRIX,
VIEW_MATRIX,
VIEW_MATRIX_INVERSE,
MODEL_MATRIX,
MODEL_MATRIX_INVERSE,
MODEL_MATRIX_INVERSE_TRANSPOSE,
MODEL_VIEW_MATRIX,
MODEL_VIEW_MATRIX_INVERSE,
MODEL_VIEW_PROJECTION_MATRIX,
NORMAL_MATRIX,
VIEWPORT_WIDTH,
VIEWPORT_HEIGHT,
PIXEL_HEIGHT_AT_UNIT_DISTANCE
};
enum FixedAttribute
{
VERTEX = 0, // At least Nvidia has the following aliases for gl_Vertex, gl_Normal and gl_Color
NORMAL = 2, // Source: http://developer.download.nvidia.com/opengl/glsl/glsl_release_notes.pdf
COLOR = 3,
TEX_COORD_2F_0 = 8
};
public:
ShaderProgram(const String& programName = String());
~ShaderProgram();
void setProgramName(const String& programName);
String programName() const;
void addShader(Shader* shader);
uint shaderCount() const;
Shader* shader(uint index);
bool linkProgram(OpenGLContext* oglContext);
bool useProgram(OpenGLContext* oglContext) const;
static void useNoProgram(OpenGLContext* oglContext);
bool isProgramUsed(OpenGLContext* oglContext) const;
OglId programOglId() const;
void deleteProgram(OpenGLContext* oglContext);
bool validateProgram(OpenGLContext* oglContext) const;
String programInfoLog(OpenGLContext* oglContext) const;
int uniformLocation(const char* name) const;
void setDefaultUniform(Uniform* uniform);
bool applyDefaultUniforms(OpenGLContext* oglContext);
bool applyUniform(OpenGLContext* oglContext, const Uniform& uniform);
bool applyUniforms(OpenGLContext* oglContext, const UniformSet& uniformSet);
void applyActiveUniformsOnly(OpenGLContext* oglContext, const UniformSet& uniformSet);
void applyFixedUniforms(OpenGLContext* oglContext, const MatrixState& matrixState);
void clearUniformApplyTracking();
void checkReportAllUniformsApplied(OpenGLContext* oglContext) const;
void disableUniformTrackingForUniform(const char* name);
int attributeLocation(OpenGLContext* oglContext, const char* name) const;
static bool supportedOpenGL(OpenGLContext* oglContext);
private:
bool createProgram(OpenGLContext* oglContext);
bool needsLinking() const;
void discoverActiveUniforms(OpenGLContext* oglContext);
static bool mapUniformNameToFixedUniformEnum(const char* uniformName, FixedUniform* fixedUniform);
static void applyUniformAtLocation(OpenGLContext* oglContext, int location, const Uniform& uniform);
void bindFixedAttributes(OpenGLContext* oglContext);
private:
String m_programName; // Name of this program. Primarily used when reporting errors.
ref<OglRcProgram> m_oglRcProgram; // Reference to OglRc object that contains the program's OpenGL id
Collection<Shader> m_shaders; //
std::vector<int> m_linkedShaderVersionTicks;
bool m_needsLinking; // Flag to indicate that this shader program must be linked
ref<UniformSet> m_defaultUniformSet; // The shader program's default uniform set (if any). Applied using applyDefaultUniforms() (before any other appky functions)
std::map<FixedUniform, int> m_fixedUniformsMap; // Maps the CVF fixed uniforms that were discovered to their locations
std::map<std::string, int> m_fixedUniformsNameLocationMap; // Maps fixed uniform names to their locations. Populated during discovery of active uniforms
std::map<std::string, int> m_uniformsNameLocationMap; // Maps general uniform names to their locations. Populated during discovery of active uniforms
std::set<int> m_appliedUniformLocations; // Tracks the uniforms that have been applied since the last call to clearUniformApplyTracking()
std::set<std::string> m_uniformsDisabledFromTracking; // Array with the uniforms that should be exempt from the uniform tracking
};
}