- initial version
git-svn-id: http://moon:8086/svn/software/trunk/projects/RBM@14 b431acfa-c32f-4a4a-93f1-934dc6c82436
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2013 - Raw Material Software Ltd.
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Permission is granted to use this software under the terms of either:
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a) the GPL v2 (or any later version)
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b) the Affero GPL v3
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Details of these licenses can be found at: www.gnu.org/licenses
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JUCE 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 FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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------------------------------------------------------------------------------
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To release a closed-source product which uses JUCE, commercial licenses are
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available: visit www.juce.com for more information.
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==============================================================================
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*/
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#ifndef JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
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#define JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
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//==============================================================================
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/**
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Manages an OpenGL shader program.
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*/
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class JUCE_API OpenGLShaderProgram
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{
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public:
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OpenGLShaderProgram (const OpenGLContext&) noexcept;
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~OpenGLShaderProgram() noexcept;
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/** Returns the version of GLSL that the current context supports.
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E.g.
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@code
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if (OpenGLShaderProgram::getLanguageVersion() > 1.199)
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{
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// ..do something that requires GLSL 1.2 or above..
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}
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@endcode
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*/
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static double getLanguageVersion();
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/** Compiles and adds a shader to this program.
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After adding all your shaders, remember to call link() to link them into
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a usable program.
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If your app is built in debug mode, this method will assert if the program
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fails to compile correctly.
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The shaderType parameter could be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc.
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@returns true if the shader compiled successfully. If not, you can call
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getLastError() to find out what happened.
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*/
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bool addShader (const String& shaderSourceCode, GLenum shaderType);
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/** Compiles and adds a fragment shader to this program.
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This is equivalent to calling addShader() with a type of GL_VERTEX_SHADER.
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*/
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bool addVertexShader (const String& shaderSourceCode);
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/** Compiles and adds a fragment shader to this program.
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This is equivalent to calling addShader() with a type of GL_FRAGMENT_SHADER.
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*/
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bool addFragmentShader (const String& shaderSourceCode);
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/** Links all the compiled shaders into a usable program.
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If your app is built in debug mode, this method will assert if the program
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fails to link correctly.
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@returns true if the program linked successfully. If not, you can call
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getLastError() to find out what happened.
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*/
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bool link() noexcept;
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/** Get the output for the last shader compilation or link that failed. */
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const String& getLastError() const noexcept { return errorLog; }
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/** Selects this program into the current context. */
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void use() const noexcept;
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/** Deletes the program. */
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void release() noexcept;
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/** Represents an openGL uniform value.
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After a program has been linked, you can create Uniform objects to let you
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set the uniforms that your shaders use.
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Be careful not to call the set() functions unless the appropriate program
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is loaded into the current context.
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*/
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struct Uniform
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{
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/** Initialises a uniform.
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The program must have been successfully linked when this
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constructor is called.
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*/
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Uniform (const OpenGLShaderProgram& program, const char* uniformName);
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/** Sets a float uniform. */
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void set (GLfloat n1) const noexcept;
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/** Sets an int uniform. */
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void set (GLint n1) const noexcept;
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/** Sets a vec2 uniform. */
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void set (GLfloat n1, GLfloat n2) const noexcept;
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/** Sets a vec3 uniform. */
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void set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept;
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/** Sets a vec4 uniform. */
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void set (GLfloat n1, GLfloat n2, GLfloat n3, float n4) const noexcept;
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/** Sets an ivec4 uniform. */
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void set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept;
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/** Sets a vector float uniform. */
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void set (const GLfloat* values, int numValues) const noexcept;
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/** Sets a 2x2 matrix float uniform. */
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void setMatrix2 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** Sets a 3x3 matrix float uniform. */
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void setMatrix3 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** Sets a 4x4 matrix float uniform. */
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void setMatrix4 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
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/** The uniform's ID number.
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If the uniform couldn't be found, this value will be < 0.
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*/
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GLint uniformID;
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private:
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const OpenGLContext& context;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Uniform)
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};
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/** Represents an openGL vertex attribute value.
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After a program has been linked, you can create Attribute objects to let you
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set the attributes that your vertex shaders use.
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*/
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struct Attribute
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{
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/** Initialises an attribute.
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The program must have been successfully linked when this
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constructor is called.
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*/
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Attribute (const OpenGLShaderProgram& program, const char* attributeName);
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/** The attribute's ID number.
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If the uniform couldn't be found, this value will be < 0.
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*/
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GLint attributeID;
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};
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/** The ID number of the compiled program. */
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GLuint getProgramID() const noexcept;
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private:
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const OpenGLContext& context;
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mutable GLuint programID;
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String errorLog;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
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};
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#endif // JUCE_OPENGLSHADERPROGRAM_H_INCLUDED
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