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GLShader.h
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GLShader.h
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/* ***** BEGIN LICENSE BLOCK *****
* This file is part of Natron <https://natrongithub.github.io/>,
* (C) 2018-2021 The Natron developers
* (C) 2013-2018 INRIA and Alexandre Gauthier-Foichat
*
* Natron is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Natron is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Natron. If not, see <http://www.gnu.org/licenses/gpl-2.0.html>
* ***** END LICENSE BLOCK ***** */
#ifndef GLSHADER_H
#define GLSHADER_H
// ***** BEGIN PYTHON BLOCK *****
// from <https://docs.python.org/3/c-api/intro.html#include-files>:
// "Since Python may define some pre-processor definitions which affect the standard headers on some systems, you must include Python.h before any standard headers are included."
#include <Python.h>
// ***** END PYTHON BLOCK *****
#include "Global/Macros.h"
#if !defined(Q_MOC_RUN) && !defined(SBK_RUN)
#include <boost/scoped_ptr.hpp>
#endif
#include "Engine/EngineFwd.h"
#include "Global/GlobalDefines.h"
NATRON_NAMESPACE_ENTER
struct GLShaderPrivate;
class GLShader
{
public:
enum ShaderTypeEnum
{
eShaderTypeVertex,
eShaderTypeFragment
};
/**
* @brief Creates an empty shader. To actually use the shader, you must add a fragment shader and optionnally a vertex shader.
* By default the vertex shader is:
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
*
* Once programs have been added successfully, you can link() the programs together.
* When done, the shader is ready to be used. Call bind() to activate the shader
* and unbind() to deactivate it.
* To set uniforms, call the setUniform function.
**/
GLShader();
~GLShader();
bool addShader(ShaderTypeEnum type, const char* src, std::string* error = 0);
void bind();
bool link(std::string* error = 0);
void unbind();
U32 getShaderID() const;
bool setUniform(const char* name, int value);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, const OfxRGBAColourF& values);
private:
boost::scoped_ptr<GLShaderPrivate> _imp;
};
NATRON_NAMESPACE_EXIT
#endif // GLSHADER_H