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authorunknown <paulx161@umn.edu>2021-02-03 14:22:28 -0600
committerunknown <paulx161@umn.edu>2021-02-03 14:22:28 -0600
commit9b83919815f6a6ce5d73da1c28483970d0ca5589 (patch)
tree4558864445dccc1605e5315e0bb11c46d2018da1 /dev/MinGfx/src/shader_program.h
parentAdded worksheet and support code for assignment 2 (diff)
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+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_SHADERPROGRAM_H_
+#define SRC_SHADERPROGRAM_H_
+
+#include "color.h"
+#include "matrix4.h"
+#include "opengl_headers.h"
+#include "point2.h"
+#include "point3.h"
+#include "texture2d.h"
+#include "vector2.h"
+#include "vector3.h"
+
+#include <string>
+#include <map>
+
+namespace mingfx {
+
+/** A wrapper around GLSL shader programs. This class supports loading vertex
+ and fragment shaders from files or strings, compiling them, and then linking
+ them into a shader program. Uniform variables within the shader programs can
+ be set in order to pass parameters from C++ code into the shader program.
+ Textures can also be bound to the shader. Example usage:
+ ~~~
+
+ ShaderProgram shader_prog;
+
+ void MyGraphicsApp::InitOpenGL() {
+ shader_prog.AddVertexShaderFromFile(Platform::findFile("my_shader.vert", searchPath));
+ shader_prog.AddFragmentShaderFromFile(Platform::findFile("my_shader.frag", searchPath));
+ shader_prog.LinkProgram();
+ }
+
+ void MyGraphicsApp::DrawUsingOpenGL() {
+ // Activate the shader program
+ shader_prog.UseProgram();
+
+ // Pass uniforms and textures from C++ to the GPU Shader Program
+ shader_prog.SetUniform("ModelMatrix", modelMat);
+ shader_prog.SetUniform("ViewMatrix", viewMat);
+ shader_prog.SetUniform("ProjectionMatrix", projMat);
+ shader_prog.SetUniform("LightPosition", Point3(2,2,2));
+ shader_prog.BindTexture("SurfaceTexture", my_tex);
+
+ // Draw whatever geometry you want now
+ mesh1.Draw();
+ mesh2.Draw();
+
+ // Deactivate the shader program
+ shader_prog.StopProgram();
+ }
+ ~~~
+ */
+class ShaderProgram {
+public:
+ /// Creates an empty ShaderProgram object.
+ ShaderProgram();
+
+ virtual ~ShaderProgram();
+
+
+ // ---- These should be called during startup (e.g., in InitOpenGL()) ----
+
+ /// Call during initialization but after the OpenGL context has been created
+ /// (e.g., inside InitOpenGL()). This loads the shader from the file and
+ /// compiles it. An error will be printed to stderr if there are any
+ /// compilation errors.
+ bool AddVertexShaderFromFile(const std::string &file);
+
+ /// This loads and compiles a shader from a string. An error will be printed
+ /// to stderr if there are any compilation errors.
+ bool AddVertexShaderFromSource(const std::string &code);
+
+ /// Call during initialization but after the OpenGL context has been created
+ /// (e.g., inside InitOpenGL()). This loads the shader from the file and
+ /// compiles it. An error will be printed to stderr if there are any
+ /// compilation errors.
+ bool AddFragmentShaderFromFile(const std::string &file);
+
+ /// This loads and compiles a shader from a string. An error will be printed
+ /// to stderr if there are any compilation errors.
+ bool AddFragmentShaderFromSource(const std::string &code);
+
+ /// Call this after adding vertex and fragment shaders in order to link them
+ /// together to create the full shader program. An error will be printed to
+ /// stderr if there are any linking errors.
+ bool LinkProgram();
+
+
+
+ // ---- These should be called during rendering (e.g., in DrawUsingOpenGL()) ----
+
+ /// Call this first to make the shader program active, then call SetUniform() to
+ /// pass data from your C++ program into the shader code via the named uniform
+ /// variables that appear in the code. Then render whatever geometry you wish
+ /// with your own glDrawArrays() call(s). Finally, call StopProgram() to turn
+ /// off the shader program.
+ void UseProgram();
+
+ // Set Uniform Variables in the Shader
+
+ // MinGfx types
+
+ /// Passes the x,y values of point p to the shader program and stores the
+ /// result in the shader variable named name, which should be of type vec2.
+ void SetUniform(const std::string &name, const Point2 &p);
+
+ /// Passes the x,y values of vector v to the shader program and stores the
+ /// result in the shader variable named name, which should be of type vec2.
+ void SetUniform(const std::string &name, const Vector2 &v);
+
+ /// Passes the x,y,z,1 values of point p to the shader program and stores the
+ /// result in the shader variable named name, which should be of type vec4.
+ void SetUniform(const std::string &name, const Point3 &p);
+
+ /// Passes the x,y,z,0 values of vector v to the shader program and stores the
+ /// result in the shader variable named name, which should be of type vec4.
+ void SetUniform(const std::string &name, const Vector3 &v);
+
+ /// Passes the column-major 16 float values of matrix m to the shader program
+ /// and stores the result in the shader variable named name, which should be of type mat4.
+ void SetUniform(const std::string &name, const Matrix4 &m);
+
+ /// Passes the r,g,b,a values of color c to the shader program and stores the
+ /// result in the shader variable named name, which should be of type vec4.
+ void SetUniform(const std::string &name, const Color &c);
+
+
+ // built-in types
+
+ /// Passes the int to the shader program and stores the result in the shader
+ /// variable named name, which should be of type int.
+ void SetUniform(const std::string &name, int i);
+
+ /// Passes the unsigned int to the shader program and stores the result in the shader
+ /// variable named name, which should be of type uint.
+ void SetUniform(const std::string &name, unsigned int ui);
+
+ /// Passes the float to the shader program and stores the result in the shader
+ /// variable named name, which should be of type float.
+ void SetUniform(const std::string &name, float f);
+
+
+ // built-in types (arrays)
+
+ /// Passes an array of count ints to the shader program and stores the result
+ /// in the shader variable named name, which should be of type int name[count].
+ void SetUniformArray1(const std::string &name, int *i, int count);
+
+ /// Passes an array of count unsigned ints to the shader program and stores the result
+ /// in the shader variable named name, which should be of type uint name[count].
+ void SetUniformArray1(const std::string &name, unsigned int *ui, int count);
+
+ /// Passes an array of count floats to the shader program and stores the result
+ /// in the shader variable named name, which should be of type float name[count].
+ void SetUniformArray1(const std::string &name, float *f, int count);
+
+
+ /// Passes an array of count 2D int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type ivec2 name[count].
+ void SetUniformArray2(const std::string &name, int *i, int count);
+
+ /// Passes an array of count 2D unsigned int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type uivec2 name[count].
+ void SetUniformArray2(const std::string &name, unsigned int *ui, int count);
+
+ /// Passes an array of count 2D float arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type vec2 name[count].
+ void SetUniformArray2(const std::string &name, float *f, int count);
+
+
+ /// Passes an array of count 3D int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type ivec3 name[count].
+ void SetUniformArray3(const std::string &name, int *i, int count);
+
+ /// Passes an array of count 3D unsigned int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type uivec3 name[count].
+ void SetUniformArray3(const std::string &name, unsigned int *ui, int count);
+
+ /// Passes an array of count 3D float arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type vec3 name[count].
+ void SetUniformArray3(const std::string &name, float *f, int count);
+
+
+ /// Passes an array of count 4D int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type ivec4 name[count].
+ void SetUniformArray4(const std::string &name, int *i, int count);
+
+ /// Passes an array of count 4D unsigned int arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type uivec4 name[count].
+ void SetUniformArray4(const std::string &name, unsigned int *ui, int count);
+
+ /// Passes an array of count 4D float arrays to the shader program and stores the result
+ /// in the shader variable named name, which should be of type vec4 name[count].
+ void SetUniformArray4(const std::string &name, float *f, int count);
+
+
+ // Set Textures (Sampler Variables in the Shader)
+
+ /// Binds a Texture2D to a sampler2D in the shader program.
+ /// This version automatically selects an available texture unit, i.e., one
+ /// not already used by this shader program.
+ void BindTexture(const std::string &name, const Texture2D &tex);
+
+ /// Binds a Texture2D to a sampler2D in the shader program.
+ /// This version allows you to specify the texture unit to use.
+ void BindTexture(const std::string &name, const Texture2D &tex, int texUnit);
+
+
+ /// Call this after rendering geometry to deactivate the shader.
+ void StopProgram();
+
+ /// Returns true if the shader program has been successfully compiled and linked.
+ bool initialized();
+
+private:
+ GLuint vertexShader_;
+ GLuint fragmentShader_;
+ GLuint program_;
+ std::map<std::string, int> texBindings_;
+};
+
+
+} // end namespace
+
+#endif