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GLSLProgram.h
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76 lines (63 loc) · 3.2 KB
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/*
* Copyright (c) 2018-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2018-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
//--------------------------------------------------------------------
// Simple class to contain GLSL shaders/programs
#ifndef GLSL_PROGRAM_H
#define GLSL_PROGRAM_H
#include <include_gl.h>
#include <stdio.h>
class GLSLProgram
{
public:
// construct program from strings
GLSLProgram(const char*progName=NULL);
GLSLProgram(const char *vsource, const char *fsource);
GLSLProgram(const char *vsource, const char *gsource, const char *fsource,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP, int maxVerts=4);
~GLSLProgram();
void enable();
void disable();
void setUniform1f(const GLchar *name, GLfloat x);
void setUniform2f(const GLchar *name, GLfloat x, GLfloat y);
void setUniform2fv(const GLchar *name, float *v) { setUniformfv(name, v, 2, 1); }
void setUniform3f(const GLchar *name, float x, float y, float z);
void setUniform3fv(const GLchar *name, float *v) { setUniformfv(name, v, 3, 1); }
void setUniform4f(const GLchar *name, float x, float y=0.0f, float z=0.0f, float w=0.0f);
void setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count=1);
void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose);
void setUniform1i(const GLchar *name, GLint x);
void setUniform2i(const GLchar *name, GLint x, GLint y);
void setUniform3i(const GLchar *name, int x, int y, int z);
void bindTexture(const GLchar *name, GLuint tex, GLenum target, GLint unit);
void bindImage (const GLchar *name, GLint unit, GLuint tex, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
inline GLuint getProgId() { return mProg; }
GLuint compileProgram(const char *vsource, const char *gsource, const char *fsource,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP, int maxVerts=4);
GLuint compileProgramFromFiles(const char *vFilename, const char *gFilename, const char *fFilename,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP, int maxVerts=4);
void setShaderNames(const char*ProgName, const char *VSName=NULL,const char *GSName=NULL,const char *FSName=NULL);
static bool setIncludeFromFile(const char *includeName, const char* filename);
static void setIncludeFromString(const char *includeName, const char* str);
private:
static char *readTextFile(const char *filename);
char *curVSName, *curFSName, *curGSName, *curProgName;
GLuint mProg;
static char const* incPaths[];
};
#endif