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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 "PolyGlobals.h"
- #include "PolyLogger.h"
- #include "PolyShader.h"
- #include "PolyGLSLProgram.h"
- #include "PolyTexture.h"
- #include "PolyCubemap.h"
- #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>
- #ifdef _WINDOWS
- #include <GL/wglext.h>
- #endif
- #endif
- using std::vector;
- namespace Polycode {
- typedef struct {
- Texture *texture;
- String name;
- } GLSLTextureBinding;
- typedef struct {
- Cubemap *cubemap;
- String name;
- } GLSLCubemapBinding;
-
-
- class _PolyExport GLSLShader : public Shader {
- public:
- GLSLShader(GLSLProgram *vp, GLSLProgram *fp);
- virtual ~GLSLShader();
- ShaderBinding *createBinding();
-
- unsigned int shader_id;
- GLSLProgram *vp;
- GLSLProgram *fp;
-
- protected:
-
- };
-
- class _PolyExport GLSLShaderBinding : public ShaderBinding {
- public:
- GLSLShaderBinding(GLSLShader *shader);
- virtual ~GLSLShaderBinding();
-
- void addTexture(String name, Texture *texture);
- void addCubemap(String name, Cubemap *cubemap);
- void clearTexture(String name);
- void addParam(String type, String name, String value);
-
- vector<GLSLTextureBinding> textures;
- vector<GLSLCubemapBinding> cubemaps;
-
- GLSLShader *glslShader;
- };
- }
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