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+////////////////////////////////////////////////////////////
+//
+// 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
+///
+////////////////////////////////////////////////////////////