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 
00040 class GlslProg;
00041 typedef std::shared_ptr<GlslProg>   GlslProgRef;
00042 
00044 class GlslProg {
00045   public: 
00046     GlslProg() {}
00047     GlslProg( DataSourceRef vertexShader, DataSourceRef fragmentShader = DataSourceRef(), DataSourceRef geometryShader = DataSourceRef(), 
00048         GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0 );
00049     
00050     GlslProg( const char *vertexShader, const char *fragmentShader = 0, const char *geometryShader = 0, GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0 );
00051 
00052     static GlslProgRef create( DataSourceRef vertexShader, DataSourceRef fragmentShader = DataSourceRef(), DataSourceRef geometryShader = DataSourceRef(), 
00053         GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0 )
00054         { return std::shared_ptr<GlslProg>( new GlslProg( vertexShader, fragmentShader, geometryShader, geometryInputType, geometryOutputType, geometryOutputVertices ) ); }
00055     static GlslProgRef create( const char *vertexShader, const char *fragmentShader = 0, const char *geometryShader = 0,
00056         GLint geometryInputType = GL_POINTS, GLint geometryOutputType = GL_TRIANGLES, GLint geometryOutputVertices = 0 )
00057         { return std::shared_ptr<GlslProg>( new GlslProg( vertexShader, fragmentShader, geometryShader, geometryInputType, geometryOutputType, geometryOutputVertices ) ); }
00058 
00059 
00060     void            bind() const;
00061     static void     unbind();
00062 
00063     GLuint          getHandle() const { return mObj->mHandle; }
00064 
00065     void    uniform( const std::string &name, int data );
00066     void    uniform( const std::string &name, const Vec2i &data );
00067     void    uniform( const std::string &name, const int *data, int count );     
00068     void    uniform( const std::string &name, const Vec2i *data, int count );   
00069     void    uniform( const std::string &name, float data );
00070     void    uniform( const std::string &name, const Vec2f &data );
00071     void    uniform( const std::string &name, const Vec3f &data );
00072     void    uniform( const std::string &name, const Vec4f &data );
00073     void    uniform( const std::string &name, const Color &data );
00074     void    uniform( const std::string &name, const ColorA &data );
00075     void    uniform( const std::string &name, const Matrix22f &data, bool transpose = false );
00076     void    uniform( const std::string &name, const Matrix33f &data, bool transpose = false );
00077     void    uniform( const std::string &name, const Matrix44f &data, bool transpose = false );
00078     void    uniform( const std::string &name, const float *data, int count );
00079     void    uniform( const std::string &name, const Vec2f *data, int count );
00080     void    uniform( const std::string &name, const Vec3f *data, int count );
00081     void    uniform( const std::string &name, const Vec4f *data, int count );
00082     void    uniform( const std::string &name, const Matrix22f *data, int count, bool transpose = false );
00083     void    uniform( const std::string &name, const Matrix33f *data, int count, bool transpose = false );
00084     void    uniform( const std::string &name, const Matrix44f *data, int count, bool transpose = false );
00085 
00086     GLint   getUniformLocation( const std::string &name );
00087     GLint   getAttribLocation( const std::string &name );
00088 
00089     std::string     getShaderLog( GLuint handle ) const;
00090 
00091   protected:
00092     void            loadShader( Buffer shaderSourceBuffer, GLint shaderType );
00093     void            loadShader( const char *shaderSource, GLint shaderType );
00094     void            attachShaders();
00095     void            link();
00096 
00097     struct Obj {
00098         Obj() : mHandle( 0 ) {}
00099         ~Obj();
00100         
00101         GLuint                      mHandle;
00102         std::map<std::string,int>   mUniformLocs;
00103     };
00104  
00105     std::shared_ptr<Obj>    mObj;
00106 
00107   public:
00109 
00110     typedef std::shared_ptr<Obj> GlslProg::*unspecified_bool_type;
00111     operator unspecified_bool_type() const { return ( mObj.get() == 0 ) ? 0 : &GlslProg::mObj; }
00112     void reset() { mObj.reset(); }
00114 };
00115 
00116 class GlslProgCompileExc : public std::exception {
00117  public:    
00118     GlslProgCompileExc( const std::string &log, GLint aShaderType ) throw();
00119     virtual const char* what() const throw()
00120     {
00121         return mMessage;
00122     }
00123 
00124  private:
00125     char    mMessage[16001];
00126     GLint   mShaderType;
00127 };
00128 
00129 class GlslNullProgramExc : public std::exception {
00130  public:    
00131     virtual const char* what() const throw()
00132     {
00133         return "Glsl: Attempt to use null shader";
00134     }
00135 
00136 };
00137 
00138 } } // namespace cinder::gl