#ifndef SHADER_MANAGER_H_INCLUDED #define SHADER_MANAGER_H_INCLUDED /* This code contains shader manager */ #include #ifdef TARGET_WIN32 #include "../OpenGlExt/OpenGlExt.h" #endif #include "include/Utils/Utils.h" namespace SE { //============================================== //=============== CONST AREA =================== //============================================== //Global uniforms (must remain same from shader to shader) //If you add a new one - put it to SetCurrentShader() too const std::string CONST_STRING_TEXTURE_UNIFORM = "Texture"; const std::string CONST_STRING_NORMALMAP_UNIFORM = "NormalMap"; const std::string CONST_STRING_SHADOWMAPGLOBAL_UNIFORM = "ShadowMapGlobal"; const std::string CONST_STRING_SHADOWMAPLOCAL_UNIFORM = "ShadowMapLocal"; const std::string CONST_STRING_ENV_UNIFORM = "Env"; const std::string CONST_STRING_NORMALMAPEXISTS_UNIFORM = "NormalMapExists"; const std::string CONST_STRING_LIGHT_POS_UNIFORM = "LightPos"; const std::string CONST_STRING_LIGHT_DIRECTION_UNIFORM = "LightDirection"; const std::string CONST_STRING_LIGHT_COLOR_UNIFORM = "LightColor"; const std::string CONST_STRING_CAMPOS_UNIFORM = "CamPos"; const std::string CONST_STRING_SHADOWCLAMPVALUE_UNIFORM = "ShadowClampValue"; const std::string CONST_STRING_FOG_BEGIN_DISTANCE_UNIFORM = "FogBeginDistance"; const std::string CONST_STRING_FOG_END_DISTANCE_UNIFORM = "FogEndDistance"; const std::string CONST_STRING_FOG_COLOR_UNIFORM = "FogColor"; const std::string CONST_STRING_MATERIAL_COLOR_UNIFORM = "MaterialColor"; const std::string CONST_STRING_TRANSPARENCY_UNIFORM = "Transparency"; //For Halibut Render const std::string CONST_STRING_HALIBUT_PROJECTION_MATRIX_UNIFORM = "ProjectionMatrix"; //Local uniforms (need to be setup before each draw) const std::string CONST_STRING_MODELROTATEMATRIX_UNIFORM = "ModelRotateMatrix"; const std::string CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM = "ModelTranslateVector"; //Attributes const std::string CONST_STRING_POSITION_ATTRIB = "vPosition"; const std::string CONST_STRING_TEXCOORD_ATTRIB = "vTexCoord"; const std::string CONST_STRING_NORMAL_ATTRIB = "Normal"; const std::string CONST_STRING_TANGENT_ATTRIB = "Tangent"; const std::string CONST_STRING_BINORMAL_ATTRIB = "Binormal"; //====================================== class TShaderManager; //see below class TShaderResource { protected: cardinal ShaderProgram; std::map > UniformList; std::map > AttribList; public: TShaderResource(); ~TShaderResource(); bool CompileShader(boost::shared_array vertexCode, boost::shared_array fragmentCode); void FreeShader(); int GetAttribIndex(const std::string& attribName); int GetUniformIndex(const std::string& uniformName); friend void RenderUniform1f(const std::string& uniformName, const float value); friend void RenderUniform3fv(const std::string& uniformName, const float* value); friend void RenderUniform4fv(const std::string& uniformName, const float* value); friend void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value); friend void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value); friend void RenderUniform1i(const std::string& uniformName, const int value); friend void VertexAttrib2fv(const std::string& attribName, const float* value); friend void VertexAttrib3fv(const std::string& attribName, const float* value); friend void VertexAttribPointer2fv(const std::string& attribName,int stride, const char* pointer); friend void VertexAttribPointer3fv(const std::string& attribName,int stride, const char* pointer); friend void EnableVertexAttribArray(const std::string& attribName); friend void DisableVertexAttribArray(const std::string& attribName); #ifdef TARGET_WIN32 friend void RefreshAttribBuffer2fv(const std::string& attribName, std::map >& vec2CoordArr); friend void RefreshAttribBuffer3fv(const std::string& attribName, std::map >& vec3CoordArr); #endif friend class TShaderManager; }; class TShaderManager : public TSerializeInterface { protected: std::map, std::less > ShaderList; std::stack ShaderNameStack; //To be called only by SalmonRander/HalibutRender!!! void PushShader(const std::string& shaderName); void PopShader(); public: TShaderManager() {} ~TShaderManager(); std::shared_ptr GetCurrentShader(); virtual void Serialize(boost::property_tree::ptree& propertyTree); bool AddShader(const std::string& shaderName, const std::string& vertexFileName, const std::string& fragmentFileName); void Clear(); friend class TSalmonRendererInterface; }; //Dont forget to make them friend to TShaderResource void RenderUniform1f(const std::string& uniformName, const float value); void RenderUniform3fv(const std::string& uniformName, const float* value); void RenderUniform4fv(const std::string& uniformName, const float* value); void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value); void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value); void RenderUniform1i(const std::string& uniformName, const int value); void VertexAttrib2fv(const std::string& attribName, const float* value); void VertexAttrib3fv(const std::string& attribName, const float* value); void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer); void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer); void EnableVertexAttribArray(const std::string& attribName); void DisableVertexAttribArray(const std::string& attribName); #ifdef TARGET_WIN32 void RefreshAttribBuffer2fv(const std::string& attribName, std::map >& vec2CoordArr); void RefreshAttribBuffer3fv(const std::string& attribName, std::map >& vec3CoordArr); #endif } //namespace SE #endif