SFML/DSFML/import/dsfml/graphics/shader.d

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/*
* DSFML - SFML Library wrapper for the D programming language.
* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
* Copyright (C) 2010 Andreas Hollandt
*
* 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.
*/
module dsfml.graphics.shader;
import dsfml.graphics.common;
import dsfml.graphics.image;
import dsfml.system.common;
import dsfml.system.exception;
import dsfml.system.stringutil;
/**
* Define loading methods for effect
*/
enum LoadingType
{
FROMFILE, /// string represents a file path
FROMSTRING /// string represents effect code
}
/**
* Shader is used to apply a post effect to a window
*
* See_Also:
* $(LINK2 http://www.sfml-dev.org/tutorials/graphics-postfx.php, SFML post FX tutorial) from more informations about Post effects and GLSL fragment shaders syntax.
*/
class Shader : DSFMLObject
{
/**
* construct the effect
*
* Params:
* effect = Path of a file or string containing the effect.
* type = type of the effect (default is FROMFILE)
*/
this(string effect, LoadingType type = LoadingType.FROMFILE)
{
if (effect is null || effect.length == 0)
throw new LoadingException("LoadingException : Effect is invalid.");
if (type == LoadingType.FROMFILE)
super(sfShader_CreateFromFile(toStringz(effect)));
else
super(sfShader_CreateFromMemory(toStringz(effect)));
}
override void dispose()
{
sfShader_Destroy(m_ptr);
}
/**
* Change parameters of the effect
*
* Params:
* name = Parameter name in the effect
*/
void setParameter(string name, float x)
{
sfShader_SetParameter1(m_ptr, toStringz(name), x);
}
/**
* ditto
*/
void setParameter(string name, float x, float y)
{
sfShader_SetParameter2(m_ptr, toStringz(name), x, y);
}
/**
* ditto
*/
void setParameter(string name, float x, float y, float z)
{
sfShader_SetParameter3(m_ptr, toStringz(name), x, y, z);
}
/**
* ditto
*/
void setParameter(string name, float x, float y, float z, float w)
{
sfShader_SetParameter4(m_ptr, toStringz(name), x, y, z, w);
}
/**
* Set a texture parameter
*
* Params:
* name = Texture name in the effect
* texture = Image to set (pass NULL to use content of current framebuffer)
*/
void setTexture(string name, Image texture)
{
m_texture = texture;
sfShader_SetTexture(m_ptr, toStringz(name), texture is null ? null : texture.getNativePointer);
}
/**
* Tell whether or not the system supports shaders
*
* Returns:
* True if the system can use shaders
*/
static bool isAvailable()
{
return cast(bool)sfShader_IsAvailable();
}
private:
Image m_texture;
}