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- /*
- Copyright (C) 2011 by Ivan Safrin
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #pragma once
- #include "Polycode.h"
- #include "PolyGLSLProgram.h"
- #include "PolyGLSLShader.h"
- #include "PolyMaterial.h"
- #include "PolyGLTexture.h"
- #include <string>
- #include <vector>
- #if defined(__APPLE__) && defined(__MACH__)
- #include <OpenGL/gl.h>
- #include <OpenGL/glext.h>
- #include <OpenGL/glu.h>
- #else
- #include <GL/gl.h>
- #include <GL/glu.h>
- #include <GL/glext.h>
- #endif
- using std::vector;
- using std::string;
- namespace Polycode {
-
- class _PolyExport GLSLShaderModule : public PolycodeShaderModule {
- public:
- GLSLShaderModule();
- virtual ~GLSLShaderModule();
-
- bool acceptsExtension(const String& extension);
- Resource* createProgramFromFile(const String& extension, const String& fullPath);
- void reloadPrograms();
- String getShaderType();
- Shader *createShader(TiXmlNode *node);
- bool applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex);
- void clearShader();
-
- protected:
- void addParamToProgram(GLSLProgram *program,TiXmlNode *node);
- void recreateGLSLProgram(GLSLProgram *prog, const String& fileName, int type);
- GLSLProgram *createGLSLProgram(const String& fileName, int type);
- void updateGLSLParam(Renderer *renderer, GLSLShader *glslShader, GLSLProgramParam ¶m, ShaderBinding *materialOptions, ShaderBinding *localOptions);
-
- void setGLSLAreaLightPositionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
- void setGLSLAreaLightColorParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
-
- void setGLSLSpotLightPositionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
- void setGLSLSpotLightDirectionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
- void setGLSLSpotLightColorParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
- void setGLSLSpotLightTextureMatrixParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex);
-
- // GLSLcontext GLSLContext;
- // GLSLprofile vertexProfile;
- // GLSLprofile fragmentProfile;
-
- vector<GLSLProgram*> programs;
- };
-
- }
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