/usr/include/Nux-4.0/NuxGraphics/IOpenGLGLSLShader.h is in libnux-4.0-dev 4.0.6+14.04.20140409-0ubuntu1.
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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, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* 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 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 std::string &ShaderToken, const std::string &ShaderSource, std::string &RetSource, std::string ShaderPreprocessorDefines = std::string(""));
class IOpenGLShader: public IOpenGLResource
{
NUX_DECLARE_OBJECT_TYPE(IOpenGLShader, IOpenGLResource);
IOpenGLShader(std::string ShaderName, OpenGLResourceType ResourceType);
virtual ~IOpenGLShader();
public:
virtual void SetShaderCode(const ANSICHAR *ShaderCode, const char *ShaderPreprocessorDefines = "") = 0;
virtual bool Compile() = 0;
virtual bool IsValid() = 0;
std::string _ShaderName;
std::string _ShaderCode;
};
class IOpenGLVertexShader: public IOpenGLShader
{
NUX_DECLARE_OBJECT_TYPE(IOpenGLVertexShader, IOpenGLShader);
public:
virtual ~IOpenGLVertexShader();
virtual void SetShaderCode(const ANSICHAR *ShaderCode, const char *VtxShaderPreprocessorDefines = "");
virtual bool Compile();
virtual bool IsValid();
private:
IOpenGLVertexShader(std::string ShaderName = std::string("Vertex Shader"));
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 char *FrgShaderPreprocessorDefines = "");
virtual bool Compile();
virtual bool IsValid();
private:
IOpenGLPixelShader(std::string ShaderName = std::string("Fragment Shader"));
int m_CompiledAndReady;
friend class GpuDevice;
};
#if 0
class IOpenGLGeometryShader: public IOpenGLShader
{
NUX_DECLARE_OBJECT_TYPE(IOpenGLGeometryShader, IOpenGLShader);
public:
virtual ~IOpenGLGeometryShader();
virtual void SetShaderCode(const ANSICHAR *ShaderCode, const char *GeometryShaderPreprocessorDefines = "");
virtual bool Compile();
virtual bool IsValid();
void SetInputPrimitiveType(GLenum type);
void SetOutputPrimitiveType(GLenum type);
void SetMaxVertexOutput(int max_vertex_output);
private:
IOpenGLGeometryShader(std::string ShaderName = std::string("Geometry Shader"));
int m_CompiledAndReady;
friend class GpuDevice;
};
#endif
class IOpenGLShaderProgram: public IOpenGLResource
{
NUX_DECLARE_OBJECT_TYPE(IOpenGLShaderProgram, IOpenGLResource);
public:
virtual ~IOpenGLShaderProgram();
// Load an inalogic shader.
void LoadVertexShader(const char *glslshader, const char *VtxShaderPreprocessorDefines = "");
void LoadPixelShader(const char *glslshader, const char *FrgShaderPreprocessorDefines = "");
void LoadIShaderFile(const char *ShaderFileName, const char *VtxShaderPreprocessorDefines = "", const char *FrgShaderPreprocessorDefines = "");
void LoadIShader(const char *ShaderCode, const char *VtxShaderPreprocessorDefines = "", const char *FrgShaderPreprocessorDefines = "");
void AddShaderParameter(GLShaderParameter *Parameter);
void AddShaderObject(ObjectPtr<IOpenGLShader> ShaderObject);
void RemoveShaderObject(ObjectPtr<IOpenGLShader> ShaderObject);
void ClearShaderObjects();
bool Link();
void Begin();
void End();
static void SetShaderTracking(bool enabled);
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 GLchar *name);
void GetActiveUniformARB(GLuint index,
GLsizei maxLength,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *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 char *AttributeName);
private:
IOpenGLShaderProgram(std::string ShaderProgramName = std::string("ShaderProgram"));
ShaderAttributeDefinition m_ProgramAttributeDefinition[16/*NUM_VERTEX_SHADER_INPUT_ATTRIBUTE*/];
std::vector<ObjectPtr<IOpenGLShader> > ShaderObjectList;
bool m_CompiledAndReady;
std::string _ShaderProgramName;
friend class GpuDevice;
};
}
#endif // IOPENGLSHADER_H
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