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