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include/cinder/gl/GlslProg.h

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00001 /*
00002  Copyright (c) 2010, The Barbarian Group
00003  All rights reserved.
00004 
00005  Redistribution and use in source and binary forms, with or without modification, are permitted provided that
00006  the following conditions are met:
00007 
00008     * Redistributions of source code must retain the above copyright notice, this list of conditions and
00009     the following disclaimer.
00010     * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and
00011     the following disclaimer in the documentation and/or other materials provided with the distribution.
00012 
00013  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED
00014  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
00015  PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
00016  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
00017  TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
00018  HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
00019  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
00020  POSSIBILITY OF SUCH DAMAGE.
00021 */
00022 
00023 #pragma once
00024 
00025 #include <string>
00026 #include <sstream>
00027 #include <iostream>
00028 #include <fstream>
00029 #include <exception>
00030 #include <map>
00031 
00032 #include "cinder/gl/gl.h"
00033 #include "cinder/Vector.h"
00034 #include "cinder/Color.h"
00035 #include "cinder/Matrix.h"
00036 #include "cinder/DataSource.h"
00037 
00038 namespace cinder { namespace gl {
00039 
00041 class GlslProg {
00042   public: 
00043     GlslProg() {}
00044     GlslProg( DataSourceRef vertexShader, DataSourceRef fragmentShader = DataSourceRef(), DataSourceRef geometryShader = DataSourceRef(), 
00045         GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0);
00046     
00047     GlslProg( const char *vertexShader, const char *fragmentShader = 0, const char *geometryShader = 0, GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0);
00048 
00049     void            bind() const;
00050     static void     unbind();
00051 
00052     GLuint          getHandle() const { return mObj->mHandle; }
00053 
00054     void    uniform( const std::string &name, int data );
00055     void    uniform( const std::string &name, const Vec2i &data );
00056     void    uniform( const std::string &name, const int *data, int count );     
00057     void    uniform( const std::string &name, const Vec2i *data, int count );   
00058     void    uniform( const std::string &name, float data );
00059     void    uniform( const std::string &name, const Vec2f &data );
00060     void    uniform( const std::string &name, const Vec3f &data );
00061     void    uniform( const std::string &name, const Vec4f &data );
00062     void    uniform( const std::string &name, const Color &data );
00063     void    uniform( const std::string &name, const ColorA &data );
00064     void    uniform( const std::string &name, const Matrix44f &data, bool transpose = false );  
00065     void    uniform( const std::string &name, const float *data, int count );
00066     void    uniform( const std::string &name, const Vec2f *data, int count );
00067     void    uniform( const std::string &name, const Vec3f *data, int count );
00068     void    uniform( const std::string &name, const Vec4f *data, int count );
00069 
00070     GLint   getUniformLocation( const std::string &name );
00071     GLint   getAttribLocation( const std::string &name );
00072 
00073     std::string     getShaderLog( GLuint handle ) const;
00074 
00075   protected:
00076     void            loadShader( Buffer shaderSourceBuffer, GLint shaderType );
00077     void            loadShader( const char *shaderSource, GLint shaderType );
00078     void            attachShaders();
00079     void            link();
00080 
00081     struct Obj {
00082         Obj() : mHandle( 0 ) {}
00083         ~Obj();
00084         
00085         GLuint                      mHandle;
00086         std::map<std::string,int>   mUniformLocs;
00087     };
00088  
00089     std::shared_ptr<Obj>    mObj;
00090 
00091   public:
00093 
00094     typedef std::shared_ptr<Obj> GlslProg::*unspecified_bool_type;
00095     operator unspecified_bool_type() const { return ( mObj.get() == 0 ) ? 0 : &GlslProg::mObj; }
00096     void reset() { mObj.reset(); }
00098 };
00099 
00100 class GlslProgCompileExc : public std::exception {
00101  public:    
00102     GlslProgCompileExc( const std::string &log, GLint aShaderType ) throw();
00103     virtual const char* what() const throw()
00104     {
00105         return mMessage;
00106     }
00107 
00108  private:
00109     char    mMessage[16001];
00110     GLint   mShaderType;
00111 };
00112 
00113 class GlslNullProgramExc : public std::exception {
00114  public:    
00115     virtual const char* what() const throw()
00116     {
00117         return "Glsl: Attempt to use null shader";
00118     }
00119 
00120 };
00121 
00122 } } // namespace cinder::gl