/** * Copyright (c) 2006-2014 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_GRAPHICS_SHADER_H #define LOVE_GRAPHICS_SHADER_H // LOVE #include "common/Object.h" #include "common/StringMap.h" #include "OpenGL.h" #include "Texture.h" // STL #include #include #include namespace love { namespace graphics { namespace opengl { class Canvas; // A GLSL shader class Shader : public Object, public Volatile { public: enum ShaderStage { STAGE_VERTEX, STAGE_PIXEL, STAGE_MAX_ENUM }; // Built-in uniform (extern) variables. enum BuiltinUniform { BUILTIN_SCREEN_SIZE, BUILTIN_MAX_ENUM }; // Types of potential uniform (extern) variables used in love's shaders. enum UniformType { UNIFORM_FLOAT, UNIFORM_INT, UNIFORM_BOOL, UNIFORM_SAMPLER, UNIFORM_UNKNOWN, UNIFORM_MAX_ENUM }; struct ShaderSource { std::string vertex; std::string pixel; }; // Pointer to currently active Shader. static Shader *current; // Pointer to the default Shader. static Shader *defaultShader; // Default shader code (a shader is always required internally.) static ShaderSource defaultCode[1]; // TODO: RENDERER_MAX_ENUM /** * Creates a new Shader using a list of source codes. * Source must contain either vertex or pixel shader code, or both. **/ Shader(const ShaderSource &source); virtual ~Shader(); // Implements Volatile virtual bool loadVolatile(); virtual void unloadVolatile(); /** * Binds this Shader's program to be used when rendering. * * @param temporary True if we just want to send values to the shader with no intention of rendering. **/ void attach(bool temporary = false); /** * Detach the currently bound Shader. * Causes the GPU rendering pipeline to use fixed functionality in place of shader programs. **/ static void detach(); /** * Returns any warnings this Shader may have generated. **/ std::string getWarnings() const; /** * Send at least one integer or int-vector value to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. * @param size Number of elements in each vector to send. * A value of 1 indicates a single-component vector (an int). * @param vec Pointer to the integer or int-vector values. * @param count Number of integer or int-vector values. **/ void sendInt(const std::string &name, int size, const GLint *vec, int count); /** * Send at least one float or vector value to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. * @param size Number of elements in each vector to send. * A value of 1 indicates a single-component vector (a float). * @param vec Pointer to the float or float-vector values. * @param count Number of float or float-vector values. **/ void sendFloat(const std::string &name, int size, const GLfloat *vec, int count); /** * Send at least one matrix to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. * @param size Number of rows/columns in the matrix. * @param m Pointer to the first element of the first matrix. * @param count Number of matrices to send. **/ void sendMatrix(const std::string &name, int size, const GLfloat *m, int count); /** * Send a texture to this Shader as a uniform. * * @param name The name of the uniform variable in the source code. **/ void sendTexture(const std::string &name, Texture *texture); /** * Gets the type, number of components, and number of array elements of * an active 'extern' (uniform) variable in the shader. If a uniform * variable with the specified name doesn't exist, returns UNIFORM_UNKNOWN * and sets the 'components' and 'count' values to 0. * * @param name The name of the uniform variable in the source code. * @param[out] components Number of components of the variable (2 for vec2.) * @param[out] count Number of array elements, if the variable is an array. * @return The base type of the uniform variable. **/ UniformType getExternVariable(const std::string &name, int &components, int &count); /** * Internal use only. **/ bool hasVertexAttrib(VertexAttribID attrib) const; bool hasBuiltinUniform(BuiltinUniform builtin) const; bool sendBuiltinFloat(BuiltinUniform builtin, int size, const GLfloat *m, int count); void checkSetScreenParams(); const std::map &getBoundRetainables() const; static std::string getGLSLVersion(); static bool isSupported(); static bool getConstant(const char *in, UniformType &out); static bool getConstant(UniformType in, const char *&out); private: // Represents a single uniform/extern shader variable. struct Uniform { GLint location; GLint count; GLenum type; UniformType baseType; std::string name; }; // Map active uniform names to their locations. void mapActiveUniforms(); const Uniform &getUniform(const std::string &name) const; int getUniformTypeSize(GLenum type) const; UniformType getUniformBaseType(GLenum type) const; void checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const; GLuint compileCode(ShaderStage stage, const std::string &code); int getTextureUnit(const std::string &name); void retainObject(const std::string &name, Object *object); // Get any warnings or errors generated only by the shader program object. std::string getProgramWarnings() const; // Source code used for this Shader. ShaderSource shaderSource; // Shader compiler warning strings for individual shader stages. std::map shaderWarnings; // volatile GLuint program; // Location values for any built-in uniform variables. GLint builtinUniforms[BUILTIN_MAX_ENUM]; // Location values for any generic vertex attribute variables. GLint builtinAttributes[ATTRIB_MAX_ENUM]; // Uniform location buffer map std::map uniforms; // Texture unit pool for setting images std::map texUnitPool; // texUnitPool[name] = textureunit std::vector activeTexUnits; // activeTexUnits[textureunit-1] = textureid // Uniform name to retainable objects std::map boundRetainables; // Pointer to the active Canvas when the screen params were last checked. Canvas *lastCanvas; OpenGL::Viewport lastViewport; // Max GPU texture units available for sent images static GLint maxTexUnits; // Counts total number of textures bound to each texture unit in all shaders static std::vector textureCounters; static StringMap::Entry stageNameEntries[]; static StringMap stageNames; static StringMap::Entry uniformTypeEntries[]; static StringMap uniformTypes; // Names for the generic vertex attributes used by love. static StringMap::Entry attribNameEntries[]; static StringMap attribNames; // Names for the built-in uniform variables. static StringMap::Entry builtinNameEntries[]; static StringMap builtinNames; }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_SHADER_H