// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // // // The Shader class // ---------------- // #if !defined __LOL_SHADER_H__ #define __LOL_SHADER_H__ #include namespace lol { struct ShaderUniform { friend class Shader; public: inline ShaderUniform() : flags(0) {} private: uintptr_t frag, vert; /* FIXME: do we really need this to indicate which locations are valid? */ uint32_t flags; }; struct ShaderAttrib { friend class Shader; friend class VertexDeclaration; public: inline ShaderAttrib() : m_flags((uint64_t)0 - 1) {} private: uint64_t m_flags; }; struct ShaderTexture { friend class Shader; friend class FrameBuffer; friend class Texture; public: inline ShaderTexture() : m_flags(0) {} private: uint64_t m_flags; }; class ShaderData; class Shader { public: static Shader *Create(char const *lolfx); static void Destroy(Shader *shader); ShaderAttrib GetAttribLocation(char const *attr, struct VertexUsage usage, int index) const; ShaderUniform GetUniformLocation(char const *uni) const; void SetUniform(ShaderUniform const &uni, int i); void SetUniform(ShaderUniform const &uni, ivec2 const &v); void SetUniform(ShaderUniform const &uni, ivec3 const &v); void SetUniform(ShaderUniform const &uni, ivec4 const &v); void SetUniform(ShaderUniform const &uni, float f); void SetUniform(ShaderUniform const &uni, vec2 const &v); void SetUniform(ShaderUniform const &uni, vec3 const &v); void SetUniform(ShaderUniform const &uni, vec4 const &v); void SetUniform(ShaderUniform const &uni, mat2 const &m); void SetUniform(ShaderUniform const &uni, mat3 const &m); void SetUniform(ShaderUniform const &uni, mat4 const &m); void SetUniform(ShaderUniform const &uni, ShaderTexture tex, int index); void Bind() const; void Unbind() const; protected: Shader(char const *vert, char const *frag); ~Shader(); private: ShaderData *data; }; } /* namespace lol */ #endif // __LOL_SHADER_H__