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Can edit code in GLSL, syntax highlighted, and compile shader. Compatible with ShaderToy code.
84 lines
2.0 KiB
C++
84 lines
2.0 KiB
C++
#ifndef __SHADER_H_
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#define __SHADER_H_
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#include <future>
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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// Forward declare classes referenced
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class Visitor;
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class FrameBuffer;
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class ShadingProgram
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{
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public:
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// create GLSL Program from resource file (if exist) or code of vertex and fragment shaders
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ShadingProgram(const std::string& vertex = "", const std::string& fragment = "");
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// Update GLSL Program with vertex and fragment program
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// If a promise is given, it is filled during compilation with the compilation log.
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void setShaders(const std::string& vertex, const std::string& fragment, std::promise<std::string> *prom = nullptr);
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void use();
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void compile();
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static void enduse();
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void reset();
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template<typename T> void setUniform(const std::string& name, T val);
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template<typename T> void setUniform(const std::string& name, T val1, T val2);
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template<typename T> void setUniform(const std::string& name, T val1, T val2, T val3);
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private:
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unsigned int id_;
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bool need_compile_;
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std::string vertex_;
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std::string fragment_;
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std::promise<std::string> *promise_;
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static ShadingProgram *currentProgram_;
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};
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class Shader
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{
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uint64_t id_;
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public:
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Shader();
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virtual ~Shader() {}
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// unique identifyer generated at instanciation
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inline uint64_t id () const { return id_; }
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virtual void use();
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virtual void reset();
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virtual void accept(Visitor& v);
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void copy(Shader const& S);
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glm::mat4 projection;
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glm::mat4 modelview;
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glm::mat4 iTransform;
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glm::vec4 color;
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typedef enum {
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BLEND_OPACITY = 0,
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BLEND_SCREEN,
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BLEND_SUBTRACT,
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BLEND_MULTIPLY,
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BLEND_SOFT_LIGHT,
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BLEND_HARD_LIGHT,
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BLEND_SOFT_SUBTRACT,
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BLEND_LIGHTEN_ONLY,
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BLEND_NONE
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} BlendMode;
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BlendMode blending;
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static bool force_blending_opacity;
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protected:
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ShadingProgram *program_;
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};
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#endif /* __SHADER_H_ */
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