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Copy pathShaderProgram.hpp
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executable file
·2268 lines (2031 loc) · 105 KB
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/** @file ShaderProgram.hpp
* @brief Class to work with OpenGL 4.0+ Shaders
* @author Dr. Jeffrey Paone
*
* @copyright MIT License Copyright (c) 2017 Dr. Jeffrey Paone
*
* These functions, classes, and constants help minimize common
* code that needs to be written.
*
* @warning NOTE: This header file depends upon glm
*/
#ifndef CSCI441_SHADER_PROGRAM_HPP
#define CSCI441_SHADER_PROGRAM_HPP
#include "constants.h"
#include "LogUtils.hpp"
#include "ShaderUtils.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp> // for glm::value_ptr()
#include <cstdlib>
#include <fstream>
#include <map>
#include <string>
#include <vector>
////////////////////////////////////////////////////////////////////////////////
namespace CSCI441 {
/**
* @class ShaderProgram
* @brief Handles registration and compilation of Shaders
*/
class ShaderProgram {
public:
/**
* @brief Enables debug messages from Shader Program functions
* @note Debug messages are on by default.
*/
[[maybe_unused]] static void enableDebugMessages();
/**
* @brief Disables debug messages from Shader Program functions
* @note Debug messages are on by default.
*/
[[maybe_unused]] static void disableDebugMessages();
/**
* @brief Creates a Shader Program using a Vertex Shader and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
*/
ShaderProgram( const char *vertexShaderFilename,
const char *fragmentShaderFilename );
/**
* @brief Creates a Shader Program using a Vertex Shader and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
* @param isSeparable if program is separable
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *fragmentShaderFilename,
bool isSeparable );
/** @brief Creates a Shader Program using a Vertex Shader, Tessellation Shader, Geometry Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param tessellationControlShaderFilename name of the file corresponding to the tessellation control shader
* @param tessellationEvaluationShaderFilename name of the file corresponding to the tessellation evaluation shader
* @param geometryShaderFilename name of the file corresponding to the geometry shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename );
/**
* @brief Creates a Shader Program using a Vertex Shader, Tessellation Shader, Geometry Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param tessellationControlShaderFilename name of the file corresponding to the tessellation control shader
* @param tessellationEvaluationShaderFilename name of the file corresponding to the tessellation evaluation shader
* @param geometryShaderFilename name of the file corresponding to the geometry shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
* @param isSeparable if program is separable
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename,
bool isSeparable );
/**
* @brief Creates a Shader Program using a Vertex Shader, Tessellation Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param tessellationControlShaderFilename name of the file corresponding to the tessellation control shader
* @param tessellationEvaluationShaderFilename name of the file corresponding to the tessellation evaluation shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *fragmentShaderFilename );
/**
* @brief Creates a Shader Program using a Vertex Shader, Tessellation Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param tessellationControlShaderFilename name of the file corresponding to the tessellation control shader
* @param tessellationEvaluationShaderFilename name of the file corresponding to the tessellation evaluation shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
* @param isSeparable if program is separable
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *fragmentShaderFilename,
bool isSeparable);
/**
* @brief Creates a Shader Program using a Vertex Shader, Geometry Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param geometryShaderFilename name of the file corresponding to the geometry shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
*/
ShaderProgram( const char *vertexShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename );
/**
* @brief Creates a Shader Program using a Vertex Shader, Geometry Shader, and Fragment Shader
* @param vertexShaderFilename name of the file corresponding to the vertex shader
* @param geometryShaderFilename name of the file corresponding to the geometry shader
* @param fragmentShaderFilename name of the file corresponding to the fragment shader
* @param isSeparable if program is separable
*/
[[maybe_unused]]
ShaderProgram( const char *vertexShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename,
bool isSeparable );
/**
* @brief Creates a Shader Program using any combination of shaders. Intended to be used to create separable programs
* but can be used as an alternative to the above overloaded constructors to explicitly state which shaders are present.
* @param shaderFilenames an array of filenames corresponding to all the shaders. size must be equal to the sum of true shaders present, with two for the tessellation shader
* @param vertexPresent if vertex shader is present
* @param tessellationPresent if tessellation shader is present
* @param geometryPresent if geometry shader is present
* @param fragmentPresent if fragment shader is present
* @param isSeparable if program is separable
*/
[[maybe_unused]]
ShaderProgram( const char **shaderFilenames,
bool vertexPresent, bool tessellationPresent, bool geometryPresent, bool fragmentPresent,
bool isSeparable );
/**
* @brief Clean up memory associated with the Shader Program
*/
virtual ~ShaderProgram();
/**
* @brief do not allow shader programs to be copied
*/
ShaderProgram(const ShaderProgram&) = delete;
/**
* @brief do not allow shader programs to be copied
*/
ShaderProgram& operator=(const ShaderProgram&) = delete;
/**
* @brief create a shader program by moving another shader program
*/
ShaderProgram(ShaderProgram&&) noexcept;
/**
* @brief reassign this shader program by moving another shader program
* @return our newly assigned self
*/
ShaderProgram& operator=(ShaderProgram&&) noexcept;
/**
* @brief writes precompiled shader program binary to external file
* @param BINARY_FILE_NAME filename to write shader program binary to
* @return true if write succeeded, false otherwise
*/
virtual bool writeShaderProgramBinaryToFile(const char* BINARY_FILE_NAME) const final;
/**
* @brief loads precompiled shader program binary from external file
* @param BINARY_FILE_NAME filename to read shader program binary from
* @param format format of binary data
* @return true if read succeeded, false otherwise
*/
static ShaderProgram* loadShaderProgramFromBinaryFile(const char* BINARY_FILE_NAME, GLenum format);
/**
* @brief Returns the location of the given uniform in this shader program
* @param uniformName name of the uniform to get the location for
* @return location of the given uniform in this shader program
* @note Prints an error message to standard error stream if the uniform is not found
*/
virtual GLint getUniformLocation( const GLchar *uniformName ) const final;
/**
* @brief Returns the index of the given uniform block in this shader program
* @param uniformBlockName name of the uniform block to get the index for
* @return index of the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
virtual GLuint getUniformBlockIndex( const GLchar *uniformBlockName ) const final;
/**
* @brief Returns the size of the given uniform block in this shader program
* @param uniformBlockName - name of the uniform block to get the size for
* @return size of the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
virtual GLint getUniformBlockSize( const GLchar *uniformBlockName ) const final;
/**
* @brief Returns an allocated buffer for the given uniform block in this shader program
* @param uniformBlockName name of the uniform block to allocate a buffer for
* @return allocated buffer for the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
[[maybe_unused]] virtual GLubyte* getUniformBlockBuffer( const GLchar *uniformBlockName ) const final;
/**
* @brief Returns an array of offsets into the buffer for the given uniform block in this shader program
* @param uniformBlockName name of the uniform block to return offsets for
* @return array of offsets for the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
[[maybe_unused]] virtual GLint* getUniformBlockOffsets( const GLchar *uniformBlockName ) const final;
/**
* @brief Returns an array of offsets into the buffer for the given uniform block and names in this shader program
* @param uniformBlockName name of the uniform block to return offsets for
* @param names names of the uniform block components to get offsets for
* @return array of offsets for the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
[[maybe_unused]] virtual GLint* getUniformBlockOffsets( const GLchar *uniformBlockName, const GLchar *names[] ) const final;
/**
* @brief Returns an array of offsets into the buffer for the given uniform block in this shader program
* @param uniformBlockIndex index uniform block to return offsets for
* @return array of offsets for the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
[[nodiscard]] virtual GLint* getUniformBlockOffsets(GLuint uniformBlockIndex ) const final;
/**
* @brief Returns an array of offsets into the buffer for the given uniform block and names in this shader program
* @param uniformBlockIndex index uniform block to return offsets for
* @param names names of the uniform block components to get offsets for
* @return array of offsets for the given uniform block in this shader program
* @note Prints an error message to standard error stream if the uniform block is not found
*/
[[nodiscard]] virtual GLint* getUniformBlockOffsets(GLuint uniformBlockIndex, const GLchar *names[] ) const final;
/**
* @brief Set the binding point for the given uniform block in this shader program
* @param uniformBlockName name of the uniform block to bind
* @param binding point for this uniform block
* @note Prints an error message to standard error stream if the uniform block is not found
*/
virtual void setUniformBlockBinding( const GLchar *uniformBlockName, GLuint binding ) const final;
/**
* @brief Returns the location of the given attribute in this shader program
* @param attributeName name of the attribute to get the location for
* @return location of the given attribute in this shader program
* @note Prints an error message to standard error stream if the attribute is not found
*/
[[maybe_unused]] virtual GLint getAttributeLocation( const GLchar *attributeName ) const final;
/**
* @brief Returns the index of the given subroutine for a shader stage in this shader program
* @param shaderStage stage of the shader program to get the subroutine for.
* Allowable values: GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER
* @param subroutineName name of the subroutine to get the location for
* @return index of the given subroutine for the shader stage in this shader program
* @note Prints an error message to standard error stream if the subroutine is not found
*/
[[maybe_unused]] virtual GLuint getSubroutineIndex( GLenum shaderStage, const GLchar *subroutineName ) const final;
/**
* @brief Returns the uniform location within the subroutine array for a given subroutine
* @param shaderStage stage of the shader program to get the subroutine for.
* Allowable values: GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER
* @param subroutineName name of the subroutine to get the location for
* @return index within the subroutine array of the given subroutine for the shader stage in this shader program
* @note Prints an error message to standard error stream if the subroutine is not found
*/
[[maybe_unused]] virtual GLint getSubroutineUniformLocation( GLenum shaderStage, const GLchar *subroutineName ) const final;
/**
* @brief Sets the subroutines to use for a given shader stage
* @param shaderStage stage of the shader program to set the subroutine for.
* Allowable values: GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER
* @param numIndices size of index array, equivalent to the number of subroutines in the given shader stage
* @param indices array of indices of size numIndices
* @note ShaderProgram::useProgram() must be called before calling this method
*/
[[maybe_unused]] virtual void setSubroutineIndices( GLenum shaderStage, GLsizei numIndices, const GLuint *indices ) final;
/**
* @brief Returns the binding point for the corresponding image uniform
* @param imageName name of the image to get binding point for
* @return binding point for image
* @note Prints an error message to standard error stream if the image is not found
*/
[[maybe_unused]] virtual GLint getImageBinding(const GLchar* imageName) const final;
/**
* @brief Returns the binding point for the corresponding shader storage block
* @param ssboName name of the shader storage block to get binding point for
* @return binding point for shader storage block
* @note Prints an error message to standard error stream if the shader storage block is not found
*/
[[maybe_unused]] virtual GLint getShaderStorageBlockBinding(const GLchar* ssboName) const final;
/**
* @brief Returns the binding point for the corresponding atomic counter buffer
* @param atomicName name of the atomic counter buffer to get size for
* @return binding point of atomic counter buffer
* @note Prints an error message to standard error stream if the atomic counter is not found
*/
[[maybe_unused]] virtual GLint getAtomicCounterBufferBinding(const GLchar* atomicName) const final;
/**
* @brief Returns the offset into the buffer for the corresponding atomic counter buffer
* @param atomicName name of the atomic counter buffer to get size for
* @return offset of atomic counter buffer
* @note Prints an error message to standard error stream if the atomic counter is not found
*/
[[maybe_unused]] virtual GLint getAtomicCounterBufferOffset(const GLchar* atomicName) const final;
/**
* @brief Returns the full buffer size for the corresponding atomic counter buffer
* @param atomicName name of the atomic counter buffer to get size for
* @return size of atomic counter buffer
* @note Prints an error message to standard error stream if the atomic counter is not found
*/
[[maybe_unused]] virtual GLint getAtomicCounterBufferSize(const GLchar* atomicName) const final;
/**
* @brief Returns the number of active uniforms in this shader program
* @return number of active uniforms in this shader program
*/
[[maybe_unused]] [[nodiscard]] virtual GLuint getNumUniforms() const final;
/**
* @brief Returns the number of active uniform blocks in this shader program
* @return number of active uniform blocks in this shader program
*/
[[maybe_unused]] [[nodiscard]] virtual GLuint getNumUniformBlocks() const final;
/**
* @brief Returns the number of active attributes in this shader program
* @return number of active attributes in this shader program
*/
[[maybe_unused]] [[nodiscard]] virtual GLuint getNumAttributes() const final;
/**
* @brief query the bindings of color numbers to user-defined varying out variables
* @param name fragment shader output variable name
* @return assigned color number binding, or -1 if name is not active varying output of fragment shader
*/
[[maybe_unused]] [[nodiscard]] virtual GLint getFragmentDataLocation(const GLchar* name) const final;
/**
* @brief query the bindings of color indices to user-defined varying out variables
* @param name fragment shader output variable name
* @return index of the fragment color which name was bound to, or -1 if name is not active
*/
[[maybe_unused]] [[nodiscard]] virtual GLint getFragmentDataIndex(const GLchar* name) const final;
/**
* @brief Returns the handle for this shader program
* @return handle for this shader program
*/
[[nodiscard]] virtual GLuint getShaderProgramHandle() const final;
/**
* @brief checks if program can execute in its current OpenGL state
* @return GL_TRUE if valid, GL_FALSE otherwise and prints error messages if failed
*/
[[nodiscard]] virtual GLboolean validate() const final;
/**
* @brief Sets the Shader Program to be active
*/
[[maybe_unused]] virtual void useProgram() const final;
/**
* @brief sets the program uniform consisting of one float
* @param uniformName name of the uniform as a string
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLfloat v0) const final;
/**
* @brief sets the program uniform consisting of one integer
* @param uniformName name of the uniform as a string
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLint v0) const final;
/**
* @brief sets the program uniform consisting of one unsigned integer
* @param uniformName name of the uniform as a string
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint v0) const final;
/**
* @brief sets the program uniform consisting of one 2x2 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x3 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat3 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x4 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 2x3 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat2x3 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x2 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat3x2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 2x4 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat2x4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x2 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat4x2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x4 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat3x4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x3 matrix
* @param uniformName name of the uniform as a string
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::mat4x3 mtx) const final;
/**
* @brief sets the program uniform consisting of two floats
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLfloat v0, GLfloat v1) const final;
/**
* @brief sets the program uniform consisting of two integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLint v0, GLint v1) const final;
/**
* @brief sets the program uniform consisting of two unsigned integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint v0, GLuint v1) const final;
/**
* @brief sets the program uniform consisting of three floats
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLfloat v0, GLfloat v1, GLfloat v2) const final;
/**
* @brief sets the program uniform consisting of three integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLint v0, GLint v1, GLint v2) const final;
/**
* @brief sets the program uniform consisting of three unsigned integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint v0, GLuint v1, GLuint v2) const final;
/**
* @brief sets the program uniform consisting of four floats
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const final;
/**
* @brief sets the program uniform consisting of four integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLint v0, GLint v1, GLint v2, GLint v3) const final;
/**
* @brief sets the program uniform consisting of four unsigned integers
* @param uniformName name of the uniform as a string
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint v0, GLuint v1, GLuint v2, GLuint v3) const final;
/**
* @brief sets the program uniform consisting of two floats
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::vec2 value) const final;
/**
* @brief sets the program uniform consisting of two integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::ivec2 value) const final;
/**
* @brief sets the program uniform consisting of two unsigned integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::uvec2 value) const final;
/**
* @brief sets the program uniform consisting of three floats
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::vec3 value) const final;
/**
* @brief sets the program uniform consisting of three integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::ivec3 value) const final;
/**
* @brief sets the program uniform consisting of three unsigned integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::uvec3 value) const final;
/**
* @brief sets the program uniform consisting of four floats
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::vec4 value) const final;
/**
* @brief sets the program uniform consisting of four integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::ivec4 value) const final;
/**
* @brief sets the program uniform consisting of four unsigned integers
* @param uniformName name of the uniform as a string
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, glm::uvec4 value) const final;
/**
* @brief sets the program uniform consisting of floats
* @param uniformName name of the uniform as a string
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint dim, GLsizei count, const GLfloat *value) const final;
/**
* @brief sets the program uniform consisting of integers
* @param uniformName name of the uniform as a string
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint dim, GLsizei count, const GLint *value) const final;
/**
* @brief sets the program uniform consisting of unsigned integers
* @param uniformName name of the uniform as a string
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
[[maybe_unused]] virtual void setProgramUniform(const GLchar* uniformName, GLuint dim, GLsizei count, const GLuint *value) const final;
/**
* @brief sets the program uniform consisting of one float
* @param uniformLocation location of the uniform
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLfloat v0) const final;
/**
* @brief sets the program uniform consisting of one integer
* @param uniformLocation location of the uniform
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLint v0) const final;
/**
* @brief sets the program uniform consisting of one unsigned integer
* @param uniformLocation location of the uniform
* @param v0 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLuint v0) const final;
/**
* @brief sets the program uniform consisting of one 2x2 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x3 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat3 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x4 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 2x3 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat2x3 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x2 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat3x2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 2x4 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat2x4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x2 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat4x2 mtx) const final;
/**
* @brief sets the program uniform consisting of one 3x4 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat3x4 mtx) const final;
/**
* @brief sets the program uniform consisting of one 4x3 matrix
* @param uniformLocation location of the uniform
* @param mtx value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::mat4x3 mtx) const final;
/**
* @brief sets the program uniform consisting of two floats
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLfloat v0, GLfloat v1) const final;
/**
* @brief sets the program uniform consisting of two integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLint v0, GLint v1) const final;
/**
* @brief sets the program uniform consisting of two unsigned integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLuint v0, GLuint v1) const final;
/**
* @brief sets the program uniform consisting of three floats
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLfloat v0, GLfloat v1, GLfloat v2) const final;
/**
* @brief sets the program uniform consisting of three integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLint v0, GLint v1, GLint v2) const final;
/**
* @brief sets the program uniform consisting of three unsigned integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLuint v0, GLuint v1, GLuint v2) const final;
/**
* @brief sets the program uniform consisting of four floats
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const final;
/**
* @brief sets the program uniform consisting of four integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLint v0, GLint v1, GLint v2, GLint v3) const final;
/**
* @brief sets the program uniform consisting of four unsigned integers
* @param uniformLocation location of the uniform
* @param v0 value to set
* @param v1 value to set
* @param v2 value to set
* @param v3 value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, GLuint v0, GLuint v1, GLuint v2, GLuint v3) const final;
/**
* @brief sets the program uniform consisting of two floats
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::vec2 value) const final;
/**
* @brief sets the program uniform consisting of two integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::ivec2 value) const final;
/**
* @brief sets the program uniform consisting of two unsigned integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::uvec2 value) const final;
/**
* @brief sets the program uniform consisting of three floats
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::vec3 value) const final;
/**
* @brief sets the program uniform consisting of three integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::ivec3 value) const final;
/**
* @brief sets the program uniform consisting of three unsigned integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::uvec3 value) const final;
/**
* @brief sets the program uniform consisting of four floats
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::vec4 value) const final;
/**
* @brief sets the program uniform consisting of four integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::ivec4 value) const final;
/**
* @brief sets the program uniform consisting of four unsigned integers
* @param uniformLocation location of the uniform
* @param value value to set
*/
[[maybe_unused]] virtual void setProgramUniform(GLint uniformLocation, glm::uvec4 value) const final;
/**
* @brief sets the program uniform consisting of floats
* @param uniformLocation location of the uniform
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
virtual void setProgramUniform(GLint uniformLocation, GLuint dim, GLsizei count, const GLfloat *value) const final;
/**
* @brief sets the program uniform consisting of integers
* @param uniformLocation location of the uniform
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
virtual void setProgramUniform(GLint uniformLocation, GLuint dim, GLsizei count, const GLint *value) const final;
/**
* @brief sets the program uniform consisting of unsigned integers
* @param uniformLocation location of the uniform
* @param dim dimension (number of components) for each value
* @param count number of values in array
* @param value array of values (array size is equal to dim*count)
*/
virtual void setProgramUniform(GLint uniformLocation, GLuint dim, GLsizei count, const GLuint *value) const final;
/**
* @brief returns a single value corresponding to which shader stages are present in this shader program
* @return bitfield of shader stages
*/
[[maybe_unused]] [[nodiscard]] virtual GLbitfield getProgramStages() const;
protected:
/**
* @brief creates an empty shader program object
*/
ShaderProgram();
/**
* @brief if DEBUG information should be printed or not
* @note defaults to true
*/
static bool sDEBUG;
/**
* @brief handle to the vertex shader stage
*/
GLuint mVertexShaderHandle;
/**
* @brief handle to the tessellation control shader stage
*/
GLuint mTessellationControlShaderHandle;
/**
* @brief handle to the tessellation evaluation shader stage
*/
GLuint mTessellationEvaluationShaderHandle;
/**
* @brief handle to the geometry shader stage
*/
GLuint mGeometryShaderHandle;
/**
* @brief handle to the fragment shader stage
*/
GLuint mFragmentShaderHandle;
/**
* @brief handle to the shader program
*/
GLuint mShaderProgramHandle;
/**
* @brief caches locations of uniform names within shader program
*/
std::map<std::string, GLint> *mpUniformLocationsMap;
/**
* @brief caches locations of attribute names within shader program
*/
std::map<std::string, GLint> *mpAttributeLocationsMap;
/**
* @brief registers a shader program with the GPU
* @param vertexShaderFilename vertex shader filename to load from text file
* @param tessellationControlShaderFilename tessellation control shader filename to load from text file
* @param tessellationEvaluationShaderFilename tessellation evaluation shader filename to load from text file
* @param geometryShaderFilename geometry shader filename to load from text file
* @param fragmentShaderFilename fragment shader filename to load from text file
* @param isSeparable if shader program is separable
* @return true if shader program handle could be created, false otherwise
*/
virtual bool mRegisterShaderProgram(const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename,
bool isSeparable ) final;
private:
void _cleanupSelf();
void _moveFromSource(ShaderProgram& src);
};
}
////////////////////////////////////////////////////////////////////////////////
inline bool CSCI441::ShaderProgram::sDEBUG = true;
[[maybe_unused]]
inline void CSCI441::ShaderProgram::enableDebugMessages() {
sDEBUG = true;
CSCI441_INTERNAL::ShaderUtils::enableDebugMessages();
}
[[maybe_unused]]
inline void CSCI441::ShaderProgram::disableDebugMessages() {
sDEBUG = false;
CSCI441_INTERNAL::ShaderUtils::disableDebugMessages();
}
inline CSCI441::ShaderProgram::ShaderProgram(
const char *vertexShaderFilename,
const char *fragmentShaderFilename
) : ShaderProgram()
{
mRegisterShaderProgram(vertexShaderFilename, "", "", "", fragmentShaderFilename, false);
}
[[maybe_unused]]
inline CSCI441::ShaderProgram::ShaderProgram(
const char *vertexShaderFilename,
const char *fragmentShaderFilename,
const bool isSeparable
) : ShaderProgram()
{
mRegisterShaderProgram(vertexShaderFilename, "", "", "", fragmentShaderFilename, isSeparable);
}
[[maybe_unused]]
inline CSCI441::ShaderProgram::ShaderProgram(
const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename
) : ShaderProgram() {
mRegisterShaderProgram(vertexShaderFilename, tessellationControlShaderFilename, tessellationEvaluationShaderFilename,
geometryShaderFilename, fragmentShaderFilename, false);
}
[[maybe_unused]]
inline CSCI441::ShaderProgram::ShaderProgram(
const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *geometryShaderFilename,
const char *fragmentShaderFilename,
const bool isSeparable
) : ShaderProgram() {
mRegisterShaderProgram(vertexShaderFilename, tessellationControlShaderFilename, tessellationEvaluationShaderFilename,
geometryShaderFilename, fragmentShaderFilename, isSeparable);
}
[[maybe_unused]]
inline CSCI441::ShaderProgram::ShaderProgram(
const char *vertexShaderFilename,
const char *tessellationControlShaderFilename,
const char *tessellationEvaluationShaderFilename,
const char *fragmentShaderFilename
) : ShaderProgram() {
mRegisterShaderProgram(vertexShaderFilename, tessellationControlShaderFilename, tessellationEvaluationShaderFilename,
"", fragmentShaderFilename, false);
}