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

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@ -39,129 +39,257 @@
namespace sf
{
////////////////////////////////////////////////////////////
/// Wrapper for pixel shaders
/// \brief Pixel/fragment shader class
///
////////////////////////////////////////////////////////////
class SFML_API Shader
{
public :
////////////////////////////////////////////////////////////
/// Default constructor
/// \brief Default constructor
///
/// This constructor creates an invalid shader
///
////////////////////////////////////////////////////////////
Shader();
////////////////////////////////////////////////////////////
/// Copy constructor
/// \brief Copy constructor
///
/// \param copy : Instance to copy
/// \param copy Instance to copy
///
////////////////////////////////////////////////////////////
Shader(const Shader& copy);
////////////////////////////////////////////////////////////
/// Destructor
/// \brief Destructor
///
////////////////////////////////////////////////////////////
~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);
////////////////////////////////////////////////////////////
/// 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);
////////////////////////////////////////////////////////////
/// 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
/// \param x : Value to assign
/// \a name is the name of the variable to change in the shader.
/// 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);
////////////////////////////////////////////////////////////
/// 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
/// \param x, y : Values to assign
/// \a name is the name of the variable to change in the shader.
/// 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);
////////////////////////////////////////////////////////////
/// 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
/// \param x, y, z : Values to assign
/// \a name is the name of the variable to change in the shader.
/// 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);
////////////////////////////////////////////////////////////
/// 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
/// \param x, y, z, w : Values to assign
/// \a name is the name of the variable to change in the shader.
/// 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);
////////////////////////////////////////////////////////////
/// 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
/// \param v : Value to assign
/// \a name is the name of the variable to change in the shader.
/// 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
/// \param v : Value to assign
/// \a name is the name of the variable to change in the shader.
/// 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
/// \param texture : Image to set (pass Shader::CurrentTexture to use the current texture)
/// \a name is the name of the texture to change in the shader.
/// 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);
////////////////////////////////////////////////////////////
/// 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;
////////////////////////////////////////////////////////////
/// 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;
////////////////////////////////////////////////////////////
/// Assignment operator
/// \brief Overload of assignment operator
///
/// \param right Instance to assign
///
@ -171,9 +299,13 @@ public :
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();
@ -186,7 +318,7 @@ public :
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
///
@ -211,3 +343,64 @@ private :
#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()
{
// First make sure that we can use shaders!
// First make sure that we can use shaders
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;
}
@ -331,7 +332,7 @@ bool Shader::CompileProgram()
GLCheck(glDeleteObjectARB(myShaderProgram));
// 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()"
"{"
" gl_TexCoord[0] = gl_MultiTexCoord0;"
@ -347,7 +348,6 @@ bool Shader::CompileProgram()
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
// Compile them
const char* vertexSrc = vertexShaderSrc.c_str();
const char* fragmentSrc = myFragmentShader.c_str();
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));