/** * Copyright (c) 2006-2012 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_EFFECT_H #define LOVE_GRAPHICS_EFFECT_H #include "common/Object.h" #include #include #include #include "OpenGL.h" #include "Image.h" #include "Canvas.h" namespace love { namespace graphics { namespace opengl { // A GLSL shader class ShaderEffect : public Object, public Volatile { public: enum ShaderType { TYPE_VERTEX, TYPE_TESSCONTROL, TYPE_TESSEVAL, TYPE_GEOMETRY, TYPE_FRAGMENT, TYPE_MAX_ENUM }; // thin wrapper for GLSL source code struct ShaderSource { std::string code; ShaderType type; }; ShaderEffect(const std::vector &shadersources); virtual ~ShaderEffect(); std::string getWarnings() const; virtual bool loadVolatile(); virtual void unloadVolatile(); void attach(bool temporary = false); static void detach(); static std::string getGLSLVersion(); static bool isSupported(); static ShaderEffect *current; // pointer to currently active ShaderEffect void sendFloat(const std::string &name, int size, const GLfloat *vec, int count); void sendMatrix(const std::string &name, int size, const GLfloat *m, int count); void sendImage(const std::string &name, const Image &image); void sendCanvas(const std::string &name, const Canvas &canvas); private: GLint getUniformLocation(const std::string &name); void checkSetUniformError(); GLuint createShader(const ShaderSource &source); void createProgram(const std::vector &shaderids); std::vector _shadersources; // all shader code attached to this ShaderEffect GLuint _program; // volatile // uniform location buffer std::map _uniforms; static GLint _max_texture_units; // total max GPU texture units for shaders static std::vector _texture_id_counters; // counts total number of textures bound to each texture unit in all shaders // texture unit pool for setting images std::map _texture_unit_pool; std::vector _texture_id_list; GLint getTextureUnit(const std::string &name); void sendTexture(const std::string &name, GLuint texture); }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_EFFECT_H