~karl-qdh/nux/nux.gtkentry-wrapper

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/*
 * Copyright 2010 Inalogic Inc.
 *
 * This program is free software: you can redistribute it and/or modify it
 * under the terms of the GNU Lesser General Public License version 3, as
 * published by the  Free Software Foundation.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranties of
 * MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
 * PURPOSE.  See the applicable version of the GNU Lesser General Public
 * License for more details.
 *
 * You should have received a copy of both the GNU Lesser General Public
 * License version 3 along with this program.  If not, see
 * <http://www.gnu.org/licenses/>
 *
 * Authored by: Jay Taoko <jaytaoko@inalogic.com>
 *
 */


#ifndef IOPENGLSHADER_H
#define IOPENGLSHADER_H

namespace nux
{

  class IOpenGLResource;

  bool ExtractShaderString3 (const NString &ShaderToken, const NString &ShaderSource, NString &RetSource, NString ShaderPreprocessorDefines = NString (TEXT ("") ) );

  class IOpenGLShader:  public IOpenGLResource
  {
    NUX_DECLARE_OBJECT_TYPE (IOpenGLShader, IOpenGLResource);
    IOpenGLShader (NString ShaderName, OpenGLResourceType ResourceType);
    virtual ~IOpenGLShader();
  public:
    virtual void SetShaderCode (const ANSICHAR *ShaderCode, const TCHAR *ShaderPreprocessorDefines = TEXT ("") ) = 0;
    virtual bool Compile() = 0;
    virtual bool IsValid() = 0;
    NString _ShaderName;
    NString _ShaderCode;
  };

  class IOpenGLVertexShader:  public IOpenGLShader
  {
    NUX_DECLARE_OBJECT_TYPE (IOpenGLVertexShader, IOpenGLShader);
  public:
    virtual ~IOpenGLVertexShader();
    virtual void SetShaderCode (const ANSICHAR *ShaderCode, const TCHAR *VtxShaderPreprocessorDefines = TEXT ("") );
    virtual bool Compile();
    virtual bool IsValid();
  private:
    IOpenGLVertexShader (NString ShaderName = NString ("VertexProgram") );
    int m_CompiledAndReady;
    friend class GpuDevice;
  };

  class IOpenGLPixelShader:  public IOpenGLShader
  {
    NUX_DECLARE_OBJECT_TYPE (IOpenGLPixelShader, IOpenGLShader);
  public:
    virtual ~IOpenGLPixelShader();
    virtual void SetShaderCode (const ANSICHAR *ShaderCode, const TCHAR *FrgShaderPreprocessorDefines = TEXT ("") );
    virtual bool Compile();
    virtual bool IsValid();
  private:
    IOpenGLPixelShader (NString ShaderName = NString ("PixelProgram") );
    int m_CompiledAndReady;
    friend class GpuDevice;
  };


  class IOpenGLShaderProgram:  public IOpenGLResource
  {
    NUX_DECLARE_OBJECT_TYPE (IOpenGLShaderProgram, IOpenGLResource);
  public:
    virtual ~IOpenGLShaderProgram();

    // Load an inalogic shader.
    void LoadVertexShader (const TCHAR *glslshader, const TCHAR *VtxShaderPreprocessorDefines = TEXT ("") );
    void LoadPixelShader (const TCHAR *glslshader, const TCHAR *FrgShaderPreprocessorDefines = TEXT ("") );
    void LoadIShaderFile (const TCHAR *ShaderFileName, const TCHAR *VtxShaderPreprocessorDefines = TEXT (""), const TCHAR *FrgShaderPreprocessorDefines = TEXT ("") );
    void LoadIShader (const TCHAR *ShaderCode, const TCHAR *VtxShaderPreprocessorDefines = TEXT (""), const TCHAR *FrgShaderPreprocessorDefines = TEXT ("") );
    void AddShaderParameter (GLShaderParameter *Parameter);
    void AddShaderObject (IntrusiveSP<IOpenGLShader> ShaderObject);
    void RemoveShaderObject (IntrusiveSP<IOpenGLShader> ShaderObject);
    void ClearShaderObjects();
    bool Link();

    void Begin();
    void End();

  public:

    bool SetUniform1f (char *varname, GLfloat v0);
    bool SetUniform2f (char *varname, GLfloat v0, GLfloat v1);
    bool SetUniform3f (char *varname, GLfloat v0, GLfloat v1, GLfloat v2);
    bool SetUniform4f (char *varname, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);

    bool SetUniform1i (char *varname, GLint v0);
    bool SetUniform2i (char *varname, GLint v0, GLint v1);
    bool SetUniform3i (char *varname, GLint v0, GLint v1, GLint v2);
    bool SetUniform4i (char *varname, GLint v0, GLint v1, GLint v2, GLint v3);

    bool SetUniform1fv (char *varname, GLsizei count, GLfloat *value);
    bool SetUniform2fv (char *varname, GLsizei count, GLfloat *value);
    bool SetUniform3fv (char *varname, GLsizei count, GLfloat *value);
    bool SetUniform4fv (char *varname, GLsizei count, GLfloat *value);

    bool SetUniform1iv (char *varname, GLsizei count, GLint *value);
    bool SetUniform2iv (char *varname, GLsizei count, GLint *value);
    bool SetUniform3iv (char *varname, GLsizei count, GLint *value);
    bool SetUniform4iv (char *varname, GLsizei count, GLint *value);

    bool SetUniformMatrix2fv (char *varname, GLsizei count, GLboolean transpose, GLfloat *value);
    bool SetUniformMatrix3fv (char *varname, GLsizei count, GLboolean transpose, GLfloat *value);
    bool SetUniformMatrix4fv (char *varname, GLsizei count, GLboolean transpose, GLfloat *value);


    bool SetUniform1f (GLint loc, GLfloat v0);
    bool SetUniform2f (GLint loc, GLfloat v0, GLfloat v1);
    bool SetUniform3f (GLint loc, GLfloat v0, GLfloat v1, GLfloat v2);
    bool SetUniform4f (GLint loc, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);

    bool SetUniform1i (GLint loc, GLint v0);
    bool SetUniform2i (GLint loc, GLint v0, GLint v1);
    bool SetUniform3i (GLint loc, GLint v0, GLint v1, GLint v2);
    bool SetUniform4i (GLint loc, GLint v0, GLint v1, GLint v2, GLint v3);

    bool SetUniform1fv (GLint loc, GLsizei count, GLfloat *value);
    bool SetUniform2fv (GLint loc, GLsizei count, GLfloat *value);
    bool SetUniform3fv (GLint loc, GLsizei count, GLfloat *value);
    bool SetUniform4fv (GLint loc, GLsizei count, GLfloat *value);

    bool SetUniform1iv (GLint loc, GLsizei count, GLint *value);
    bool SetUniform2iv (GLint loc, GLsizei count, GLint *value);
    bool SetUniform3iv (GLint loc, GLsizei count, GLint *value);
    bool SetUniform4iv (GLint loc, GLsizei count, GLint *value);

    bool SetUniformLocMatrix2fv (GLint loc, GLsizei count, GLboolean transpose, GLfloat *value);
    bool SetUniformLocMatrix3fv (GLint loc, GLsizei count, GLboolean transpose, GLfloat *value);
    bool SetUniformLocMatrix4fv (GLint loc, GLsizei count, GLboolean transpose, GLfloat *value);

    void GetUniformfv (char *name, GLfloat *values);
    void GetUniformiv (char *name, GLint *values);
    int GetUniformLocationARB (const GLcharARB *name);
    void GetActiveUniformARB (GLuint index,
                              GLsizei maxLength,
                              GLsizei *length,
                              GLint *size,
                              GLenum *type,
                              GLcharARB *name);

    //    glGetObjectParameterARBfv Parameters
    //        object
    //        Specifies the handle of the object to be queried
    //
    //        pname
    //        Specifies the an object parameter. Accepted symbolic names are
    //        GL_OBJECT_TYPE_ARB ,
    //        GL_OBJECT_SUBTYPE_ARB,
    //        GL_OBJECT_DELETE_STATUS_ARB,
    //        GL_OBJECT_LINK_STATUS_ARB,
    //        GL_OBJECT_VALIDATE_STATUS_ARB,
    //        GL_OBJECT_COMPILE_STATUS_ARB,
    //        GL_OBJECT_INFO_LOG_LENGTH_ARB,
    //        GL_OBJECT_ATTACHED_OBJECTS_ARB,
    //        GL_OBJECT_ACTIVE_ATTRIBUTES_ARB,
    //        GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB,
    //        GL_OBJECT_ACTIVE_UNIFORMS_ARB,
    //        GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,
    //        GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
    //
    //        params
    //        Returns the requested object parameter
    //
    void GetObjectParameterfvARB (GLenum pname, GLfloat *params);
    BOOL SetSampler (char *name, int exture_unit);

    GLShaderParameter *_FirstParameter;
    void CheckAttributeLocation();
    void CheckUniformLocation();
    int GetAttributeLocation (const TCHAR *AttributeName);

  private:
    IOpenGLShaderProgram (NString ShaderProgramName = NString ("ShaderProgram") );
    ShaderAttributeDefinition m_ProgramAttributeDefinition[16/*NUM_VERTEX_SHADER_INPUT_ATTRIBUTE*/];
    std::vector<IntrusiveSP<IOpenGLShader> > ShaderObjectList;
    bool m_CompiledAndReady;
    NString _ShaderProgramName;
    friend class GpuDevice;
  };

}

#endif // IOPENGLSHADER_H