#ifndef __SHADER_H_ #define __SHADER_H_ #include #include #include // Forward declare classes referenced class Visitor; class FrameBuffer; class ShadingProgram { public: ShadingProgram(const std::string& vertex_file, const std::string& fragment_file); void init(); bool initialized(); void use(); template void setUniform(const std::string& name, T val); template void setUniform(const std::string& name, T val1, T val2); template void setUniform(const std::string& name, T val1, T val2, T val3); static void enduse(); private: void checkCompileErr(); void checkLinkingErr(); void compile(); void link(); unsigned int vertex_id_, fragment_id_, id_; std::string vertex_code_; std::string fragment_code_; std::string vertex_file_; std::string fragment_file_; static ShadingProgram *currentProgram_; }; class Shader { uint64_t id_; public: Shader(); virtual ~Shader() {} // unique identifyer generated at instanciation inline uint64_t id () const { return id_; } virtual void use(); virtual void reset(); virtual void accept(Visitor& v); void copy(Shader const& S); glm::mat4 projection; glm::mat4 modelview; glm::mat4 iTransform; glm::vec4 color; typedef enum { BLEND_OPACITY = 0, BLEND_SCREEN, BLEND_SUBTRACT, BLEND_MULTIPLY, BLEND_SOFT_LIGHT, BLEND_HARD_LIGHT, BLEND_SOFT_SUBTRACT, BLEND_LIGHTEN_ONLY, BLEND_NONE } BlendMode; BlendMode blending; static bool force_blending_opacity; protected: ShadingProgram *program_; }; #endif /* __SHADER_H_ */