Updated API documentation for sf::Shader

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1260 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-11-03 14:09:58 +00:00
parent 683f82b118
commit 9db63151e1
3 changed files with 238 additions and 44 deletions

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@ -149,6 +149,7 @@ namespace sample_shader
// Process events // Process events
window.DispatchEvents(); window.DispatchEvents();
// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
// Get the mouse position in the range [0, 1] // Get the mouse position in the range [0, 1]
//float x = window.Input.GetMouseX() / (float)window.Width; //float x = window.Input.GetMouseX() / (float)window.Width;
//float y = window.Input.GetMouseY() / (float)window.Height; //float y = window.Input.GetMouseY() / (float)window.Height;

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@ -39,129 +39,257 @@
namespace sf namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Wrapper for pixel shaders /// \brief Pixel/fragment shader class
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class SFML_API Shader class SFML_API Shader
{ {
public : public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Default constructor /// \brief Default constructor
///
/// This constructor creates an invalid shader
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Shader(); Shader();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Copy constructor /// \brief Copy constructor
/// ///
/// \param copy : Instance to copy /// \param copy Instance to copy
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Shader(const Shader& copy); Shader(const Shader& copy);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Destructor /// \brief Destructor
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
~Shader(); ~Shader();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Load the shader from a file /// \brief Load the shader from a file
/// ///
/// \param filename : Path of the shader file to load /// The source must be a text file containing a valid
/// fragment 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.
/// ///
/// \return True on success /// \param filename Path of the shader file to load
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromMemory
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool LoadFromFile(const std::string& filename); bool LoadFromFile(const std::string& filename);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Load the shader from a text in memory /// \brief Load the shader from a source code in memory
/// ///
/// \param effect : String containing the code of the shader /// The source code must be a valid fragment 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.
/// ///
/// \return True on success /// \param shader String containing the source code of the shader
///
/// \return True if loading succeeded, false if it failed
///
/// \see LoadFromFile
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool LoadFromMemory(const std::string& shader); bool LoadFromMemory(const std::string& shader);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (1 float) /// \brief Change a float parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param x : Value to assign /// For example:
/// \code
/// uniform float myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f);
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param x Value to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, float x); void SetParameter(const std::string& name, float x);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (2 floats) /// \brief Change a 2-components vector parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param x, y : Values to assign /// For example:
/// \code
/// uniform vec2 myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f);
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param x First component of the value to assign
/// \param y Second component of the value to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float x, float y); void SetParameter(const std::string& Name, float x, float y);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (3 floats) /// \brief Change a 3-components vector parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param x, y, z : Values to assign /// For example:
/// \code
/// uniform vec3 myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f);
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param x First component of the value to assign
/// \param y Second component of the value to assign
/// \param z Third component of the value to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float x, float y, float z); void SetParameter(const std::string& Name, float x, float y, float z);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (4 floats) /// \brief Change a 4-components vector parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param x, y, z, w : Values to assign /// For example:
/// \code
/// uniform vec4 myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f, 0.4f);
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param x First component of the value to assign
/// \param y Second component of the value to assign
/// \param z Third component of the value to assign
/// \param w Fourth component of the value to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& Name, float x, float y, float z, float w); void SetParameter(const std::string& Name, float x, float y, float z, float w);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (1 vector2) /// \brief Change a 2-components vector parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param v : Value to assign /// For example:
/// \code
/// uniform vec2 myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", sf::Vector2f(5.2f, 6.0f));
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param vector Vector to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const Vector2f& v); void SetParameter(const std::string& name, const Vector2f& vector);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change a parameter of the shader (1 vector3) /// \brief Change a 2-components vector parameter of the shader
/// ///
/// \param name : Name of the parameter in the shader /// \a name is the name of the variable to change in the shader.
/// \param v : Value to assign /// For example:
/// \code
/// uniform vec3 myparam; // this is the variable in the pixel shader
/// \endcode
/// \code
/// shader.SetParameter("myparam", sf::Vector3f(5.2f, 6.0f, -8.1f));
/// \endcode
///
/// \param name Name of the parameter in the shader
/// \param vector Vector to assign
///
/// \see SetTexture
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetParameter(const std::string& name, const Vector3f& v); void SetParameter(const std::string& name, const Vector3f& vector);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set a texture parameter /// \brief Change a texture parameter of the shader
/// ///
/// \param name : Name of the texture in the shader /// \a name is the name of the texture to change in the shader.
/// \param texture : Image to set (pass Shader::CurrentTexture to use the current texture) /// To tell the shader to use the current texture of the object being
/// drawn, pass Shader::CurrentTexture.
/// Example:
/// \code
/// // These are the variables in the pixel shader
/// uniform sampler2D current;
/// uniform sampler2D other;
/// \endcode
/// \code
/// sf::Image image;
/// ...
/// shader.SetParameter("current", sf::Shader::CurrentTexture);
/// shader.SetParameter("other", image);
/// \endcode
/// It is important to note that \a texture must remain alive as long
/// as the shader uses it, no copy is made internally.
///
/// \param name Name of the texture in the shader
/// \param texture Image to assign
///
/// \see SetParameter
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetTexture(const std::string& name, const Image& texture); void SetTexture(const std::string& name, const Image& texture);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Bind the shader for rendering /// \brief Bind the shader for rendering (activate it)
///
/// This function is normally for internal use only, unless
/// you want to use the shader with a custom OpenGL rendering
/// instead of a SFML drawable.
/// \code
/// window.SetActive();
/// shader.Bind();
/// ... render OpenGL geometry ...
/// shader.Unbind();
/// \endcode
///
/// \see Unbind
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Bind() const; void Bind() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Unbind the shader /// \brief Bind the shader (deactivate it)
///
/// This function is normally for internal use only, unless
/// you want to use the shader with a custom OpenGL rendering
/// instead of a SFML drawable.
///
/// \see Bind
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Unbind() const; void Unbind() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Assignment operator /// \brief Overload of assignment operator
/// ///
/// \param right Instance to assign /// \param right Instance to assign
/// ///
@ -171,9 +299,13 @@ public :
Shader& operator =(const Shader& right); Shader& operator =(const Shader& right);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Tell whether or not the system supports shaders /// \brief Tell whether or not the system supports shaders
/// ///
/// \return True if the system can use 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(); static bool IsAvailable();
@ -186,7 +318,7 @@ public :
private : private :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Create the program and attach the shaders /// \brief Create the program and attach the shaders
/// ///
/// \return True on success, false if any error happened /// \return True on success, false if any error happened
/// ///
@ -211,3 +343,64 @@ private :
#endif // SFML_SHADER_HPP #endif // SFML_SHADER_HPP
////////////////////////////////////////////////////////////
/// \class sf::Shader
///
/// Pixel shaders (or fragment shaders) are programs written
/// using a specific language, executed directly by the
/// graphics card and allowing to apply per-pixel real-time
/// operations to the rendered entities.
///
/// Pixel 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 shader has its own variables
/// that you can set from your C++ application. sf::Shader
/// handles 3 different types of variables:
/// \li floats
/// \li vectors (2, 3 or 4 components)
/// \li textures
///
/// The value of the variables can be changed at any time
/// with either Shader::SetParameter or Shader::SetTexture:
/// \code
/// shader.SetParameter("offset", 2.f);
/// shader.SetParameter("color", 0.5f, 0.8f, 0.3f);
/// shader.SetTexture("image", image); // image is a sf::Image
/// shader.SetTexture("current", sf::Shader::CurrentTexture);
/// \endcode
///
/// Shader::CurrentTexture is a special value that represents
/// the texture that the object being drawn is using.
///
/// To apply a shader to a drawable, you must pass it as an
/// additional parameter to the Draw function:
/// \code
/// window.Draw(sprite, shader);
/// \endcode
///
/// Shaders can be used on any drawable, but they are mainly
/// made for sf::Sprite. Using a shader on a sf::String is more
/// limited, because the texture of the string is not the
/// actual text that you see on screen, it is a big image
/// 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. Using a shader
/// with sf::Shape is even more limited, as shapes don't use
/// any texture.
///
/// Like sf::Image that can be used as a raw OpenGL texture,
/// sf::Shader can also be used directly as a raw fragment
/// shader for custom OpenGL geometry.
/// \code
/// window.SetActive();
/// shader.Bind();
/// ... render OpenGL geometry ...
/// shader.Unbind();
/// \endcode
///
////////////////////////////////////////////////////////////

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@ -319,10 +319,11 @@ bool Shader::IsAvailable()
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool Shader::CompileProgram() bool Shader::CompileProgram()
{ {
// First make sure that we can use shaders! // First make sure that we can use shaders
if (!IsAvailable()) if (!IsAvailable())
{ {
std::cerr << "Failed to create a shader: your system doesn't support shaders" << std::endl; std::cerr << "Failed to create a shader: your system doesn't support shaders "
<< "(you should test Shader::IsAvailable() before trying to use the Shader class)" << std::endl;
return false; return false;
} }
@ -331,7 +332,7 @@ bool Shader::CompileProgram()
GLCheck(glDeleteObjectARB(myShaderProgram)); GLCheck(glDeleteObjectARB(myShaderProgram));
// Define the vertex shader source (we provide it directly as it doesn't have to change) // Define the vertex shader source (we provide it directly as it doesn't have to change)
static const std::string vertexShaderSrc = static const char* vertexSrc =
"void main()" "void main()"
"{" "{"
" gl_TexCoord[0] = gl_MultiTexCoord0;" " gl_TexCoord[0] = gl_MultiTexCoord0;"
@ -347,7 +348,6 @@ bool Shader::CompileProgram()
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
// Compile them // Compile them
const char* vertexSrc = vertexShaderSrc.c_str();
const char* fragmentSrc = myFragmentShader.c_str(); const char* fragmentSrc = myFragmentShader.c_str();
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL)); GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL)); GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));