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diff --git a/include/SFML/Graphics/Shader.hpp b/include/SFML/Graphics/Shader.hpp new file mode 100644 index 0000000..664dd86 --- /dev/null +++ b/include/SFML/Graphics/Shader.hpp @@ -0,0 +1,875 @@ +//////////////////////////////////////////////////////////// +// +// SFML - Simple and Fast Multimedia Library +// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org) +// +// This software is provided 'as-is', without any express or implied warranty. +// In no event will the authors be held liable for any damages arising from the use of this software. +// +// Permission is granted to anyone to use this software for any purpose, +// including commercial applications, and to alter it and redistribute it freely, +// subject to the following restrictions: +// +// 1. The origin of this software must not be misrepresented; +// you must not claim that you wrote the original software. +// If you use this software in a product, an acknowledgment +// in the product documentation would be appreciated but is not required. +// +// 2. Altered source versions must be plainly marked as such, +// and must not be misrepresented as being the original software. +// +// 3. This notice may not be removed or altered from any source distribution. +// +//////////////////////////////////////////////////////////// + +#ifndef SFML_SHADER_HPP +#define SFML_SHADER_HPP + +//////////////////////////////////////////////////////////// +// Headers +//////////////////////////////////////////////////////////// +#include <SFML/Graphics/Export.hpp> +#include <SFML/Graphics/Glsl.hpp> +#include <SFML/Window/GlResource.hpp> +#include <SFML/System/NonCopyable.hpp> +#include <SFML/System/Vector2.hpp> +#include <SFML/System/Vector3.hpp> +#include <map> +#include <string> + + +namespace sf +{ +class Color; +class InputStream; +class Texture; +class Transform; + +//////////////////////////////////////////////////////////// +/// \brief Shader class (vertex, geometry and fragment) +/// +//////////////////////////////////////////////////////////// +class SFML_GRAPHICS_API Shader : GlResource, NonCopyable +{ +public: + + //////////////////////////////////////////////////////////// + /// \brief Types of shaders + /// + //////////////////////////////////////////////////////////// + enum Type + { + Vertex, ///< %Vertex shader + Geometry, ///< Geometry shader + Fragment ///< Fragment (pixel) shader + }; + + //////////////////////////////////////////////////////////// + /// \brief Special type that can be passed to setUniform(), + /// and that represents the texture of the object being drawn + /// + /// \see setUniform(const std::string&, CurrentTextureType) + /// + //////////////////////////////////////////////////////////// + struct CurrentTextureType {}; + + //////////////////////////////////////////////////////////// + /// \brief Represents the texture of the object being drawn + /// + /// \see setUniform(const std::string&, CurrentTextureType) + /// + //////////////////////////////////////////////////////////// + static CurrentTextureType CurrentTexture; + +public: + + //////////////////////////////////////////////////////////// + /// \brief Default constructor + /// + /// This constructor creates an invalid shader. + /// + //////////////////////////////////////////////////////////// + Shader(); + + //////////////////////////////////////////////////////////// + /// \brief Destructor + /// + //////////////////////////////////////////////////////////// + ~Shader(); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry or fragment shader from a file + /// + /// This function loads a single shader, vertex, geometry or + /// fragment, identified by the second argument. + /// The source must be a text file containing a valid + /// shader in GLSL language. GLSL is a C-like language + /// dedicated to OpenGL shaders; you'll probably need to + /// read a good documentation for it before writing your + /// own shaders. + /// + /// \param filename Path of the vertex, geometry or fragment shader file to load + /// \param type Type of shader (vertex, geometry or fragment) + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromMemory, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromFile(const std::string& filename, Type type); + + //////////////////////////////////////////////////////////// + /// \brief Load both the vertex and fragment shaders from files + /// + /// This function loads both the vertex and the fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The sources must be text files containing valid shaders + /// in GLSL language. GLSL is a C-like language dedicated to + /// OpenGL shaders; you'll probably need to read a good documentation + /// for it before writing your own shaders. + /// + /// \param vertexShaderFilename Path of the vertex shader file to load + /// \param fragmentShaderFilename Path of the fragment shader file to load + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromMemory, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry and fragment shaders from files + /// + /// This function loads the vertex, geometry and fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The sources must be text files containing valid shaders + /// in GLSL language. GLSL is a C-like language dedicated to + /// OpenGL shaders; you'll probably need to read a good documentation + /// for it before writing your own shaders. + /// + /// \param vertexShaderFilename Path of the vertex shader file to load + /// \param geometryShaderFilename Path of the geometry shader file to load + /// \param fragmentShaderFilename Path of the fragment shader file to load + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromMemory, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry or fragment shader from a source code in memory + /// + /// This function loads a single shader, vertex, geometry + /// or fragment, identified by the second argument. + /// The source code must be a valid shader in GLSL language. + /// GLSL is a C-like language dedicated to OpenGL shaders; + /// you'll probably need to read a good documentation for + /// it before writing your own shaders. + /// + /// \param shader String containing the source code of the shader + /// \param type Type of shader (vertex, geometry or fragment) + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromMemory(const std::string& shader, Type type); + + //////////////////////////////////////////////////////////// + /// \brief Load both the vertex and fragment shaders from source codes in memory + /// + /// This function loads both the vertex and the fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The sources must be valid shaders in GLSL language. GLSL is + /// a C-like language dedicated to OpenGL shaders; you'll + /// probably need to read a good documentation for it before + /// writing your own shaders. + /// + /// \param vertexShader String containing the source code of the vertex shader + /// \param fragmentShader String containing the source code of the fragment shader + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry and fragment shaders from source codes in memory + /// + /// This function loads the vertex, geometry and fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The sources must be valid shaders in GLSL language. GLSL is + /// a C-like language dedicated to OpenGL shaders; you'll + /// probably need to read a good documentation for it before + /// writing your own shaders. + /// + /// \param vertexShader String containing the source code of the vertex shader + /// \param geometryShader String containing the source code of the geometry shader + /// \param fragmentShader String containing the source code of the fragment shader + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromStream + /// + //////////////////////////////////////////////////////////// + bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry or fragment shader from a custom stream + /// + /// This function loads a single shader, vertex, geometry + /// or fragment, identified by the second argument. + /// The source code must be a valid shader in GLSL language. + /// GLSL is a C-like language dedicated to OpenGL shaders; + /// you'll probably need to read a good documentation for it + /// before writing your own shaders. + /// + /// \param stream Source stream to read from + /// \param type Type of shader (vertex, geometry or fragment) + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromMemory + /// + //////////////////////////////////////////////////////////// + bool loadFromStream(InputStream& stream, Type type); + + //////////////////////////////////////////////////////////// + /// \brief Load both the vertex and fragment shaders from custom streams + /// + /// This function loads both the vertex and the fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The source codes must be valid shaders in GLSL language. + /// GLSL is a C-like language dedicated to OpenGL shaders; + /// you'll probably need to read a good documentation for + /// it before writing your own shaders. + /// + /// \param vertexShaderStream Source stream to read the vertex shader from + /// \param fragmentShaderStream Source stream to read the fragment shader from + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromMemory + /// + //////////////////////////////////////////////////////////// + bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream); + + //////////////////////////////////////////////////////////// + /// \brief Load the vertex, geometry and fragment shaders from custom streams + /// + /// This function loads the vertex, geometry and fragment + /// shaders. If one of them fails to load, the shader is left + /// empty (the valid shader is unloaded). + /// The source codes must be valid shaders in GLSL language. + /// GLSL is a C-like language dedicated to OpenGL shaders; + /// you'll probably need to read a good documentation for + /// it before writing your own shaders. + /// + /// \param vertexShaderStream Source stream to read the vertex shader from + /// \param geometryShaderStream Source stream to read the geometry shader from + /// \param fragmentShaderStream Source stream to read the fragment shader from + /// + /// \return True if loading succeeded, false if it failed + /// + /// \see loadFromFile, loadFromMemory + /// + //////////////////////////////////////////////////////////// + bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p float uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param x Value of the float scalar + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, float x); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p vec2 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the vec2 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Vec2& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p vec3 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the vec3 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Vec3& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p vec4 uniform + /// + /// This overload can also be called with sf::Color objects + /// that are converted to sf::Glsl::Vec4. + /// + /// It is important to note that the components of the color are + /// normalized before being passed to the shader. Therefore, + /// they are converted from range [0 .. 255] to range [0 .. 1]. + /// For example, a sf::Color(255, 127, 0, 255) will be transformed + /// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader. + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the vec4 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Vec4& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p int uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param x Value of the int scalar + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, int x); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p ivec2 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the ivec2 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Ivec2& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p ivec3 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the ivec3 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Ivec3& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p ivec4 uniform + /// + /// This overload can also be called with sf::Color objects + /// that are converted to sf::Glsl::Ivec4. + /// + /// If color conversions are used, the ivec4 uniform in GLSL + /// will hold the same values as the original sf::Color + /// instance. For example, sf::Color(255, 127, 0, 255) is + /// mapped to ivec4(255, 127, 0, 255). + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the ivec4 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Ivec4& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p bool uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param x Value of the bool scalar + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, bool x); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p bvec2 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the bvec2 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Bvec2& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p bvec3 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the bvec3 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Bvec3& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p bvec4 uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vector Value of the bvec4 vector + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Bvec4& vector); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p mat3 matrix + /// + /// \param name Name of the uniform variable in GLSL + /// \param matrix Value of the mat3 matrix + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Mat3& matrix); + + //////////////////////////////////////////////////////////// + /// \brief Specify value for \p mat4 matrix + /// + /// \param name Name of the uniform variable in GLSL + /// \param matrix Value of the mat4 matrix + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Glsl::Mat4& matrix); + + //////////////////////////////////////////////////////////// + /// \brief Specify a texture as \p sampler2D uniform + /// + /// \a name is the name of the variable to change in the shader. + /// The corresponding parameter in the shader must be a 2D texture + /// (\p sampler2D GLSL type). + /// + /// Example: + /// \code + /// uniform sampler2D the_texture; // this is the variable in the shader + /// \endcode + /// \code + /// sf::Texture texture; + /// ... + /// shader.setUniform("the_texture", texture); + /// \endcode + /// It is important to note that \a texture must remain alive as long + /// as the shader uses it, no copy is made internally. + /// + /// To use the texture of the object being drawn, which cannot be + /// known in advance, you can pass the special value + /// sf::Shader::CurrentTexture: + /// \code + /// shader.setUniform("the_texture", sf::Shader::CurrentTexture). + /// \endcode + /// + /// \param name Name of the texture in the shader + /// \param texture Texture to assign + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, const Texture& texture); + + //////////////////////////////////////////////////////////// + /// \brief Specify current texture as \p sampler2D uniform + /// + /// This overload maps a shader texture variable to the + /// texture of the object being drawn, which cannot be + /// known in advance. The second argument must be + /// sf::Shader::CurrentTexture. + /// The corresponding parameter in the shader must be a 2D texture + /// (\p sampler2D GLSL type). + /// + /// Example: + /// \code + /// uniform sampler2D current; // this is the variable in the shader + /// \endcode + /// \code + /// shader.setUniform("current", sf::Shader::CurrentTexture); + /// \endcode + /// + /// \param name Name of the texture in the shader + /// + //////////////////////////////////////////////////////////// + void setUniform(const std::string& name, CurrentTextureType); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p float[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param scalarArray pointer to array of \p float values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const float* scalarArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p vec2[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vectorArray pointer to array of \p vec2 values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p vec3[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vectorArray pointer to array of \p vec3 values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p vec4[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param vectorArray pointer to array of \p vec4 values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p mat3[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param matrixArray pointer to array of \p mat3 values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Specify values for \p mat4[] array uniform + /// + /// \param name Name of the uniform variable in GLSL + /// \param matrixArray pointer to array of \p mat4 values + /// \param length Number of elements in the array + /// + //////////////////////////////////////////////////////////// + void setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length); + + //////////////////////////////////////////////////////////// + /// \brief Change a float parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, float) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, float x); + + //////////////////////////////////////////////////////////// + /// \brief Change a 2-components vector parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, float x, float y); + + //////////////////////////////////////////////////////////// + /// \brief Change a 3-components vector parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z); + + //////////////////////////////////////////////////////////// + /// \brief Change a 4-components vector parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z, float w); + + //////////////////////////////////////////////////////////// + /// \brief Change a 2-components vector parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, const Vector2f& vector); + + //////////////////////////////////////////////////////////// + /// \brief Change a 3-components vector parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, const Vector3f& vector); + + //////////////////////////////////////////////////////////// + /// \brief Change a color parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, const Color& color); + + //////////////////////////////////////////////////////////// + /// \brief Change a matrix parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Glsl::Mat4&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, const Transform& transform); + + //////////////////////////////////////////////////////////// + /// \brief Change a texture parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, const Texture&) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, const Texture& texture); + + //////////////////////////////////////////////////////////// + /// \brief Change a texture parameter of the shader + /// + /// \deprecated Use setUniform(const std::string&, CurrentTextureType) instead. + /// + //////////////////////////////////////////////////////////// + SFML_DEPRECATED void setParameter(const std::string& name, CurrentTextureType); + + //////////////////////////////////////////////////////////// + /// \brief Get the underlying OpenGL handle of the shader. + /// + /// You shouldn't need to use this function, unless you have + /// very specific stuff to implement that SFML doesn't support, + /// or implement a temporary workaround until a bug is fixed. + /// + /// \return OpenGL handle of the shader or 0 if not yet loaded + /// + //////////////////////////////////////////////////////////// + unsigned int getNativeHandle() const; + + //////////////////////////////////////////////////////////// + /// \brief Bind a shader for rendering + /// + /// This function is not part of the graphics API, it mustn't be + /// used when drawing SFML entities. It must be used only if you + /// mix sf::Shader with OpenGL code. + /// + /// \code + /// sf::Shader s1, s2; + /// ... + /// sf::Shader::bind(&s1); + /// // draw OpenGL stuff that use s1... + /// sf::Shader::bind(&s2); + /// // draw OpenGL stuff that use s2... + /// sf::Shader::bind(NULL); + /// // draw OpenGL stuff that use no shader... + /// \endcode + /// + /// \param shader Shader to bind, can be null to use no shader + /// + //////////////////////////////////////////////////////////// + static void bind(const Shader* shader); + + //////////////////////////////////////////////////////////// + /// \brief Tell whether or not the system supports shaders + /// + /// This function should always be called before using + /// the shader features. If it returns false, then + /// any attempt to use sf::Shader will fail. + /// + /// \return True if shaders are supported, false otherwise + /// + //////////////////////////////////////////////////////////// + static bool isAvailable(); + + //////////////////////////////////////////////////////////// + /// \brief Tell whether or not the system supports geometry shaders + /// + /// This function should always be called before using + /// the geometry shader features. If it returns false, then + /// any attempt to use sf::Shader geometry shader features will fail. + /// + /// This function can only return true if isAvailable() would also + /// return true, since shaders in general have to be supported in + /// order for geometry shaders to be supported as well. + /// + /// Note: The first call to this function, whether by your + /// code or SFML will result in a context switch. + /// + /// \return True if geometry shaders are supported, false otherwise + /// + //////////////////////////////////////////////////////////// + static bool isGeometryAvailable(); + +private: + + //////////////////////////////////////////////////////////// + /// \brief Compile the shader(s) and create the program + /// + /// If one of the arguments is NULL, the corresponding shader + /// is not created. + /// + /// \param vertexShaderCode Source code of the vertex shader + /// \param geometryShaderCode Source code of the geometry shader + /// \param fragmentShaderCode Source code of the fragment shader + /// + /// \return True on success, false if any error happened + /// + //////////////////////////////////////////////////////////// + bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode); + + //////////////////////////////////////////////////////////// + /// \brief Bind all the textures used by the shader + /// + /// This function each texture to a different unit, and + /// updates the corresponding variables in the shader accordingly. + /// + //////////////////////////////////////////////////////////// + void bindTextures() const; + + //////////////////////////////////////////////////////////// + /// \brief Get the location ID of a shader uniform + /// + /// \param name Name of the uniform variable to search + /// + /// \return Location ID of the uniform, or -1 if not found + /// + //////////////////////////////////////////////////////////// + int getUniformLocation(const std::string& name); + + //////////////////////////////////////////////////////////// + /// \brief RAII object to save and restore the program + /// binding while uniforms are being set + /// + /// Implementation is private in the .cpp file. + /// + //////////////////////////////////////////////////////////// + struct UniformBinder; + + //////////////////////////////////////////////////////////// + // Types + //////////////////////////////////////////////////////////// + typedef std::map<int, const Texture*> TextureTable; + typedef std::map<std::string, int> UniformTable; + + //////////////////////////////////////////////////////////// + // Member data + //////////////////////////////////////////////////////////// + unsigned int m_shaderProgram; ///< OpenGL identifier for the program + int m_currentTexture; ///< Location of the current texture in the shader + TextureTable m_textures; ///< Texture variables in the shader, mapped to their location + UniformTable m_uniforms; ///< Parameters location cache +}; + +} // namespace sf + + +#endif // SFML_SHADER_HPP + + +//////////////////////////////////////////////////////////// +/// \class sf::Shader +/// \ingroup graphics +/// +/// Shaders are programs written using a specific language, +/// executed directly by the graphics card and allowing +/// to apply real-time operations to the rendered entities. +/// +/// There are three kinds of shaders: +/// \li %Vertex shaders, that process vertices +/// \li Geometry shaders, that process primitives +/// \li Fragment (pixel) shaders, that process pixels +/// +/// A sf::Shader can be composed of either a vertex shader +/// alone, a geometry shader alone, a fragment shader alone, +/// or any combination of them. (see the variants of the +/// load functions). +/// +/// Shaders are written in GLSL, which is a C-like +/// language dedicated to OpenGL shaders. You'll probably +/// need to learn its basics before writing your own shaders +/// for SFML. +/// +/// Like any C/C++ program, a GLSL shader has its own variables +/// called \a uniforms that you can set from your C++ application. +/// sf::Shader handles different types of uniforms: +/// \li scalars: \p float, \p int, \p bool +/// \li vectors (2, 3 or 4 components) +/// \li matrices (3x3 or 4x4) +/// \li samplers (textures) +/// +/// Some SFML-specific types can be converted: +/// \li sf::Color as a 4D vector (\p vec4) +/// \li sf::Transform as matrices (\p mat3 or \p mat4) +/// +/// Every uniform variable in a shader can be set through one of the +/// setUniform() or setUniformArray() overloads. For example, if you +/// have a shader with the following uniforms: +/// \code +/// uniform float offset; +/// uniform vec3 point; +/// uniform vec4 color; +/// uniform mat4 matrix; +/// uniform sampler2D overlay; +/// uniform sampler2D current; +/// \endcode +/// You can set their values from C++ code as follows, using the types +/// defined in the sf::Glsl namespace: +/// \code +/// shader.setUniform("offset", 2.f); +/// shader.setUniform("point", sf::Vector3f(0.5f, 0.8f, 0.3f)); +/// shader.setUniform("color", sf::Glsl::Vec4(color)); // color is a sf::Color +/// shader.setUniform("matrix", sf::Glsl::Mat4(transform)); // transform is a sf::Transform +/// shader.setUniform("overlay", texture); // texture is a sf::Texture +/// shader.setUniform("current", sf::Shader::CurrentTexture); +/// \endcode +/// +/// The old setParameter() overloads are deprecated and will be removed in a +/// future version. You should use their setUniform() equivalents instead. +/// +/// The special Shader::CurrentTexture argument maps the +/// given \p sampler2D uniform to the current texture of the +/// object being drawn (which cannot be known in advance). +/// +/// To apply a shader to a drawable, you must pass it as an +/// additional parameter to the \ref RenderWindow::draw function: +/// \code +/// window.draw(sprite, &shader); +/// \endcode +/// +/// ... which is in fact just a shortcut for this: +/// \code +/// sf::RenderStates states; +/// states.shader = &shader; +/// window.draw(sprite, states); +/// \endcode +/// +/// In the code above we pass a pointer to the shader, because it may +/// be null (which means "no shader"). +/// +/// Shaders can be used on any drawable, but some combinations are +/// not interesting. For example, using a vertex shader on a sf::Sprite +/// is limited because there are only 4 vertices, the sprite would +/// have to be subdivided in order to apply wave effects. +/// Another bad example is a fragment shader with sf::Text: the texture +/// of the text is not the actual text that you see on screen, it is +/// a big texture containing all the characters of the font in an +/// arbitrary order; thus, texture lookups on pixels other than the +/// current one may not give you the expected result. +/// +/// Shaders can also be used to apply global post-effects to the +/// current contents of the target (like the old sf::PostFx class +/// in SFML 1). This can be done in two different ways: +/// \li draw everything to a sf::RenderTexture, then draw it to +/// the main target using the shader +/// \li draw everything directly to the main target, then use +/// sf::Texture::update(Window&) to copy its contents to a texture +/// and draw it to the main target using the shader +/// +/// The first technique is more optimized because it doesn't involve +/// retrieving the target's pixels to system memory, but the +/// second one doesn't impact the rendering process and can be +/// easily inserted anywhere without impacting all the code. +/// +/// Like sf::Texture that can be used as a raw OpenGL texture, +/// sf::Shader can also be used directly as a raw shader for +/// custom OpenGL geometry. +/// \code +/// sf::Shader::bind(&shader); +/// ... render OpenGL geometry ... +/// sf::Shader::bind(NULL); +/// \endcode +/// +/// \see sf::Glsl +/// +//////////////////////////////////////////////////////////// |