mirror of
https://github.com/SFML/SFML.git
synced 2024-11-28 22:31:09 +08:00
Added new methods to set uniforms in sf::Shader
Implements a new design for the shader uniform API. * Added Shader::setUniform() and Shader::setUniformArray() overloads for the following types: -> scalars: float, int, bool -> vectors: 2D, 3D, 4D -> matrices: 3x3, 4x4 -> arrays of basic types -> samplers (sf::Texture) -> conversions for SFML types (sf::Transform, sf::Color) * Added sf::Glsl namespace with GLSL-equivalent types * Deprecated Shader::setParameter() overloads Other related changes: * Refactored sf::Shader internals to avoid code duplication * Improved documentation * Added SFML_DEPRECATED macro to Doxyfile * Defined _SCL_SECURE_NO_WARNINGS to disable std::copy() warnings on MSVC
This commit is contained in:
parent
fcb05fb975
commit
9c5c750e60
@ -125,9 +125,9 @@ if(NOT BUILD_SHARED_LIBS)
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add_definitions(-DSFML_STATIC)
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endif()
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# remove SL security warnings with Visual C++
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# Visual C++: remove warnings regarding SL security and algorithms on pointers
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if(SFML_COMPILER_MSVC)
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add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
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add_definitions(-D_CRT_SECURE_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS)
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endif()
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# define SFML_OPENGL_ES if needed
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@ -2000,7 +2000,9 @@ PREDEFINED = SFML_SYSTEM_API \
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SFML_NETWORK_API \
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SFML_WINDOW_API \
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SFML_AUDIO_API \
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SFML_GRAPHICS_API
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SFML_GRAPHICS_API \
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SFML_DEPRECATED \
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SFML_DOXYGEN
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# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then this
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# tag can be used to specify a list of macro names that should be expanded. The
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@ -31,14 +31,14 @@ public:
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// Load the shader
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if (!m_shader.loadFromFile("resources/pixelate.frag", sf::Shader::Fragment))
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return false;
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m_shader.setParameter("texture", sf::Shader::CurrentTexture);
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void onUpdate(float, float x, float y)
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{
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m_shader.setParameter("pixel_threshold", (x + y) / 30);
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m_shader.setUniform("pixel_threshold", (x + y) / 30);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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@ -101,9 +101,9 @@ public:
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void onUpdate(float time, float x, float y)
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{
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m_shader.setParameter("wave_phase", time);
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m_shader.setParameter("wave_amplitude", x * 40, y * 40);
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m_shader.setParameter("blur_radius", (x + y) * 0.008f);
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m_shader.setUniform("wave_phase", time);
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m_shader.setUniform("wave_amplitude", sf::Vector2f(x * 40, y * 40));
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m_shader.setUniform("blur_radius", (x + y) * 0.008f);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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@ -155,10 +155,10 @@ public:
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void onUpdate(float time, float x, float y)
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{
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float radius = 200 + std::cos(time) * 150;
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m_shader.setParameter("storm_position", x * 800, y * 600);
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m_shader.setParameter("storm_inner_radius", radius / 3);
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m_shader.setParameter("storm_total_radius", radius);
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m_shader.setParameter("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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m_shader.setUniform("storm_position", sf::Vector2f(x * 800, y * 600));
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m_shader.setUniform("storm_inner_radius", radius / 3);
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m_shader.setUniform("storm_total_radius", radius);
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m_shader.setUniform("blink_alpha", 0.5f + std::cos(time * 3) * 0.25f);
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}
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void onDraw(sf::RenderTarget& target, sf::RenderStates states) const
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@ -215,14 +215,14 @@ public:
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// Load the shader
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if (!m_shader.loadFromFile("resources/edge.frag", sf::Shader::Fragment))
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return false;
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m_shader.setParameter("texture", sf::Shader::CurrentTexture);
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m_shader.setUniform("texture", sf::Shader::CurrentTexture);
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return true;
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}
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void onUpdate(float time, float x, float y)
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{
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m_shader.setParameter("edge_threshold", 1 - (x + y) / 2);
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m_shader.setUniform("edge_threshold", 1 - (x + y) / 2);
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// Update the position of the moving entities
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for (std::size_t i = 0; i < m_entities.size(); ++i)
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227
include/SFML/Graphics/Glsl.hpp
Normal file
227
include/SFML/Graphics/Glsl.hpp
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@ -0,0 +1,227 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_GLSL_HPP
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#define SFML_GLSL_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/System/Vector3.hpp>
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namespace sf
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{
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namespace priv
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{
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// Forward declarations
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template <std::size_t Columns, std::size_t Rows>
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struct Matrix;
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template <typename T>
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struct Vector4;
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#include <SFML/Graphics/Glsl.inl>
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} // namespace priv
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////////////////////////////////////////////////////////////
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/// \brief Namespace with GLSL types
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///
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////////////////////////////////////////////////////////////
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namespace Glsl
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{
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////////////////////////////////////////////////////////////
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/// \brief 2D float vector (\p vec2 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector2<float> Vec2;
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////////////////////////////////////////////////////////////
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/// \brief 2D int vector (\p ivec2 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector2<int> Ivec2;
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////////////////////////////////////////////////////////////
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/// \brief 2D bool vector (\p bvec2 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector2<bool> Bvec2;
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////////////////////////////////////////////////////////////
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/// \brief 3D float vector (\p vec3 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector3<float> Vec3;
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////////////////////////////////////////////////////////////
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/// \brief 3D int vector (\p ivec3 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector3<int> Ivec3;
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////////////////////////////////////////////////////////////
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/// \brief 3D bool vector (\p bvec3 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef Vector3<bool> Bvec3;
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#ifdef SFML_DOXYGEN
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////////////////////////////////////////////////////////////
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/// \brief 4D float vector (\p vec4 in GLSL)
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///
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/// 4D float vectors can be implicitly converted from sf::Color
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/// instances. Each color channel is normalized from integers
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/// in [0, 255] to floating point values in [0, 1].
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/// \code
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/// sf::Glsl::Vec4 zeroVector;
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/// sf::Glsl::Vec4 vector(1.f, 2.f, 3.f, 4.f);
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/// sf::Glsl::Vec4 color = sf::Color::Cyan;
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/// \endcode
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////////////////////////////////////////////////////////////
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typedef implementation-defined Vec4;
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////////////////////////////////////////////////////////////
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/// \brief 4D int vector (\p ivec4 in GLSL)
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///
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/// 4D int vectors can be implicitly converted from sf::Color
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/// instances. Each color channel remains unchanged inside
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/// the integer interval [0, 255].
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/// \code
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/// sf::Glsl::Ivec4 zeroVector;
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/// sf::Glsl::Ivec4 vector(1, 2, 3, 4);
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/// sf::Glsl::Ivec4 color = sf::Color::Cyan;
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/// \endcode
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////////////////////////////////////////////////////////////
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typedef implementation-defined Ivec4;
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////////////////////////////////////////////////////////////
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/// \brief 4D bool vector (\p bvec4 in GLSL)
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///
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////////////////////////////////////////////////////////////
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typedef implementation-defined Bvec4;
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////////////////////////////////////////////////////////////
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/// \brief 3x3 float matrix (\p mat3 in GLSL)
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///
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/// The matrix can be constructed from an array with 3x3
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/// elements, aligned in column-major order. For example,
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/// a translation by (x, y) looks as follows:
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/// \code
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/// float array[9] =
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/// {
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/// 1, 0, 0,
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/// 0, 1, 0,
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/// x, y, 1
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/// };
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///
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/// sf::Glsl::Mat3 matrix(array);
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/// \endcode
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///
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/// Mat3 can also be implicitly converted from sf::Transform:
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/// \code
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/// sf::Transform transform;
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/// sf::Glsl::Mat3 matrix = transform;
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/// \endcode
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////////////////////////////////////////////////////////////
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typedef implementation-defined Mat3;
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////////////////////////////////////////////////////////////
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/// \brief 4x4 float matrix (\p mat4 in GLSL)
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///
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/// The matrix can be constructed from an array with 4x4
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/// elements, aligned in column-major order. For example,
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/// a translation by (x, y, z) looks as follows:
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/// \code
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/// float array[16] =
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/// {
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/// 1, 0, 0, 0,
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/// 0, 1, 0, 0,
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/// 0, 0, 1, 0,
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/// x, y, z, 1
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/// };
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///
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/// sf::Glsl::Mat4 matrix(array);
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/// \endcode
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///
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/// Mat4 can also be implicitly converted from sf::Transform:
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/// \code
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/// sf::Transform transform;
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/// sf::Glsl::Mat4 matrix = transform;
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/// \endcode
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////////////////////////////////////////////////////////////
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typedef implementation-defined Mat4;
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#else // SFML_DOXYGEN
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typedef priv::Vector4<float> Vec4;
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typedef priv::Vector4<int> Ivec4;
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typedef priv::Vector4<bool> Bvec4;
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typedef priv::Matrix<3, 3> Mat3;
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typedef priv::Matrix<4, 4> Mat4;
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#endif // SFML_DOXYGEN
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} // namespace Glsl
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} // namespace sf
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#endif // SFML_GLSL_HPP
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////////////////////////////////////////////////////////////
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/// \namespace sf::Glsl
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/// \ingroup graphics
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///
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/// \details The sf::Glsl namespace contains types that match
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/// their equivalents in GLSL, the OpenGL shading language.
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/// These types are exclusively used by the sf::Shader class.
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///
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/// Types that already exist in SFML, such as \ref sf::Vector2<T>
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/// and \ref sf::Vector3<T>, are reused as typedefs, so you can use
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/// the types in this namespace as well as the original ones.
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/// Others are newly defined, such as Glsl::Vec4 or Glsl::Mat3. Their
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/// actual type is an implementation detail and should not be used.
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///
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/// All vector types support a default constructor that
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/// initializes every component to zero, in addition to a
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/// constructor with one parameter for each component.
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/// The components are stored in member variables called
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/// x, y, z, and w.
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///
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/// All matrix types support a constructor with a float*
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/// parameter that points to a float array of the appropriate
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/// size (that is, 9 in a 3x3 matrix, 16 in a 4x4 matrix).
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/// Furthermore, they can be converted from sf::Transform
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/// objects.
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///
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/// \see sf::Shader
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///
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////////////////////////////////////////////////////////////
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152
include/SFML/Graphics/Glsl.inl
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152
include/SFML/Graphics/Glsl.inl
Normal file
@ -0,0 +1,152 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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/// \brief Helper functions to copy sf::Transform to sf::Glsl::Mat3/4
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///
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////////////////////////////////////////////////////////////
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void copyMatrix(const Transform& source, Matrix<3, 3>& dest);
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void copyMatrix(const Transform& source, Matrix<4, 4>& dest);
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////////////////////////////////////////////////////////////
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/// \brief Copy array-based matrix with given number of elements
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///
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/// Indirection to std::copy() to avoid inclusion of
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/// <algorithm> and MSVC's annoying 4996 warning in header
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///
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////////////////////////////////////////////////////////////
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void copyMatrix(const float* source, std::size_t elements, float* dest);
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////////////////////////////////////////////////////////////
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/// \brief Helper functions to copy sf::Color to sf::Glsl::Vec4/Ivec4
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///
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////////////////////////////////////////////////////////////
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void copyVector(const Color& source, Vector4<float>& dest);
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void copyVector(const Color& source, Vector4<int>& dest);
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////////////////////////////////////////////////////////////
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/// \brief Matrix type, used to set uniforms in GLSL
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///
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////////////////////////////////////////////////////////////
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template <std::size_t Columns, std::size_t Rows>
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struct Matrix
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{
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////////////////////////////////////////////////////////////
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/// \brief Construct from raw data
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///
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/// \param pointer Points to the beginning of an array that
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/// has the size of the matrix. The elements
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/// are copied to the instance.
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///
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////////////////////////////////////////////////////////////
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explicit Matrix(const float* pointer)
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{
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copyMatrix(pointer, Columns * Rows, array);
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct implicitly from SFML transform
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///
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/// This constructor is only supported for 3x3 and 4x4
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/// matrices.
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///
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/// \param transform Object containing a transform.
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///
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////////////////////////////////////////////////////////////
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Matrix(const Transform& transform)
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{
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copyMatrix(transform, *this);
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}
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float array[Columns * Rows]; ///< Array holding matrix data
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};
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////////////////////////////////////////////////////////////
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/// \brief 4D vector type, used to set uniforms in GLSL
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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struct Vector4
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{
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////////////////////////////////////////////////////////////
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/// \brief Default constructor, creates a zero vector
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///
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////////////////////////////////////////////////////////////
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Vector4() :
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x(0),
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y(0),
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z(0),
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w(0)
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct from 4 vector components
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///
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/// \param X,Y,Z,W Components of the 4D vector
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W)
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Conversion constructor
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///
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/// \param other 4D vector of different type
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& other) :
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x(static_cast<T>(other.x)),
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y(static_cast<T>(other.y)),
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z(static_cast<T>(other.z)),
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w(static_cast<T>(other.w))
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{
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}
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////////////////////////////////////////////////////////////
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/// \brief Construct float vector implicitly from color
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///
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/// \param color Color instance. Is normalized to [0, 1]
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/// for floats, and left as-is for ints.
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///
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////////////////////////////////////////////////////////////
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Vector4(const Color& color)
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// uninitialized
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{
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copyVector(color, *this);
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}
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T x; ///< 1st component (X) of the 4D vector
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T y; ///< 2nd component (Y) of the 4D vector
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T z; ///< 3rd component (Z) of the 4D vector
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T w; ///< 4th component (W) of the 4D vector
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};
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@ -29,8 +29,7 @@
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/Glsl.hpp>
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#include <SFML/Window/GlResource.hpp>
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#include <SFML/System/NonCopyable.hpp>
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#include <SFML/System/Vector2.hpp>
|
||||
@ -41,8 +40,10 @@
|
||||
|
||||
namespace sf
|
||||
{
|
||||
class Color;
|
||||
class InputStream;
|
||||
class Texture;
|
||||
class Transform;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Shader class (vertex and fragment)
|
||||
@ -58,15 +59,15 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
enum Type
|
||||
{
|
||||
Vertex, ///< Vertex shader
|
||||
Vertex, ///< %Vertex shader
|
||||
Fragment ///< Fragment (pixel) shader
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Special type that can be passed to setParameter,
|
||||
/// \brief Special type that can be passed to setUniform(),
|
||||
/// and that represents the texture of the object being drawn
|
||||
///
|
||||
/// \see setParameter(const std::string&, CurrentTextureType)
|
||||
/// \see setUniform(const std::string&, CurrentTextureType)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct CurrentTextureType {};
|
||||
@ -74,7 +75,7 @@ public:
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Represents the texture of the object being drawn
|
||||
///
|
||||
/// \see setParameter(const std::string&, CurrentTextureType)
|
||||
/// \see setUniform(const std::string&, CurrentTextureType)
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
static CurrentTextureType CurrentTexture;
|
||||
@ -220,193 +221,154 @@ public:
|
||||
bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a float parameter of the shader
|
||||
/// \brief Specify value for \p float uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a float
|
||||
/// (float GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform float myparam; // this is the variable in the shader
|
||||
/// \endcode
|
||||
/// \code
|
||||
/// shader.setParameter("myparam", 5.2f);
|
||||
/// \endcode
|
||||
///
|
||||
/// \param name Name of the parameter in the shader
|
||||
/// \param x Value to assign
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param x Value of the float scalar
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, float x);
|
||||
void setUniform(const std::string& name, float x);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 2-components vector parameter of the shader
|
||||
/// \brief Specify value for \p vec2 uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 2x1 vector
|
||||
/// (vec2 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec2 myparam; // this is the variable in the 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
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the vec2 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, float x, float y);
|
||||
void setUniform(const std::string& name, const Glsl::Vec2& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 3-components vector parameter of the shader
|
||||
/// \brief Specify value for \p vec3 uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 3x1 vector
|
||||
/// (vec3 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec3 myparam; // this is the variable in the 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
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the vec3 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, float x, float y, float z);
|
||||
void setUniform(const std::string& name, const Glsl::Vec3& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 4-components vector parameter of the shader
|
||||
/// \brief Specify value for \p vec4 uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 4x1 vector
|
||||
/// (vec4 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec4 myparam; // this is the variable in the 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, float x, float y, float z, float w);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 2-components vector parameter of the shader
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 2x1 vector
|
||||
/// (vec2 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec2 myparam; // this is the variable in the 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, const Vector2f& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 3-components vector parameter of the shader
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 3x1 vector
|
||||
/// (vec3 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec3 myparam; // this is the variable in the 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
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, const Vector3f& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a color parameter of the shader
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 4x1 vector
|
||||
/// (vec4 GLSL type).
|
||||
/// This overload can also be called with sf::Color objects
|
||||
/// that are converted to sf::Glsl::Vec4.
|
||||
///
|
||||
/// It is important to note that the components of the color are
|
||||
/// normalized before being passed to the shader. Therefore,
|
||||
/// they are converted from range [0 .. 255] to range [0 .. 1].
|
||||
/// For example, a sf::Color(255, 125, 0, 255) will be transformed
|
||||
/// For example, a sf::Color(255, 127, 0, 255) will be transformed
|
||||
/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform vec4 color; // this is the variable in the shader
|
||||
/// \endcode
|
||||
/// \code
|
||||
/// shader.setParameter("color", sf::Color(255, 128, 0, 255));
|
||||
/// \endcode
|
||||
///
|
||||
/// \param name Name of the parameter in the shader
|
||||
/// \param color Color to assign
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the vec4 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, const Color& color);
|
||||
void setUniform(const std::string& name, const Glsl::Vec4& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a matrix parameter of the shader
|
||||
/// \brief Specify value for \p int uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 4x4 matrix
|
||||
/// (mat4 GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform mat4 matrix; // this is the variable in the shader
|
||||
/// \endcode
|
||||
/// \code
|
||||
/// sf::Transform transform;
|
||||
/// transform.translate(5, 10);
|
||||
/// shader.setParameter("matrix", transform);
|
||||
/// \endcode
|
||||
///
|
||||
/// \param name Name of the parameter in the shader
|
||||
/// \param transform Transform to assign
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param x Value of the int scalar
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, const Transform& transform);
|
||||
void setUniform(const std::string& name, int x);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a texture parameter of the shader
|
||||
/// \brief Specify value for \p ivec2 uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the ivec2 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Ivec2& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p ivec3 uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the ivec3 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Ivec3& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p ivec4 uniform
|
||||
///
|
||||
/// This overload can also be called with sf::Color objects
|
||||
/// that are converted to sf::Glsl::Ivec4.
|
||||
///
|
||||
/// If color conversions are used, the ivec4 uniform in GLSL
|
||||
/// will hold the same values as the original sf::Color
|
||||
/// instance. For example, sf::Color(255, 127, 0, 255) is
|
||||
/// mapped to ivec4(255, 127, 0, 255).
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the ivec4 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Ivec4& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p bool uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param x Value of the bool scalar
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, bool x);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p bvec2 uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the bvec2 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Bvec2& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p bvec3 uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the bvec3 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Bvec3& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p bvec4 uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vector Value of the bvec4 vector
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Bvec4& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p mat3 matrix
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param matrix Value of the mat3 matrix
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Mat3& matrix);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify value for \p mat4 matrix
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param matrix Value of the mat4 matrix
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniform(const std::string& name, const Glsl::Mat4& matrix);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify a texture as \p sampler2D uniform
|
||||
///
|
||||
/// \a name is the name of the variable to change in the shader.
|
||||
/// The corresponding parameter in the shader must be a 2D texture
|
||||
/// (sampler2D GLSL type).
|
||||
/// (\p sampler2D GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
@ -415,46 +377,186 @@ public:
|
||||
/// \code
|
||||
/// sf::Texture texture;
|
||||
/// ...
|
||||
/// shader.setParameter("the_texture", texture);
|
||||
/// shader.setUniform("the_texture", texture);
|
||||
/// \endcode
|
||||
/// It is important to note that \a texture must remain alive as long
|
||||
/// as the shader uses it, no copy is made internally.
|
||||
///
|
||||
/// To use the texture of the object being draw, which cannot be
|
||||
/// To use the texture of the object being drawn, which cannot be
|
||||
/// known in advance, you can pass the special value
|
||||
/// sf::Shader::CurrentTexture:
|
||||
/// \code
|
||||
/// shader.setParameter("the_texture", sf::Shader::CurrentTexture).
|
||||
/// shader.setUniform("the_texture", sf::Shader::CurrentTexture).
|
||||
/// \endcode
|
||||
///
|
||||
/// \param name Name of the texture in the shader
|
||||
/// \param texture Texture to assign
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, const Texture& texture);
|
||||
void setUniform(const std::string& name, const Texture& texture);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a texture parameter of the shader
|
||||
/// \brief Specify current texture as \p sampler2D uniform
|
||||
///
|
||||
/// This overload maps a shader texture variable to the
|
||||
/// texture of the object being drawn, which cannot be
|
||||
/// known in advance. The second argument must be
|
||||
/// sf::Shader::CurrentTexture.
|
||||
/// The corresponding parameter in the shader must be a 2D texture
|
||||
/// (sampler2D GLSL type).
|
||||
/// (\p sampler2D GLSL type).
|
||||
///
|
||||
/// Example:
|
||||
/// \code
|
||||
/// uniform sampler2D current; // this is the variable in the shader
|
||||
/// \endcode
|
||||
/// \code
|
||||
/// shader.setParameter("current", sf::Shader::CurrentTexture);
|
||||
/// shader.setUniform("current", sf::Shader::CurrentTexture);
|
||||
/// \endcode
|
||||
///
|
||||
/// \param name Name of the texture in the shader
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setParameter(const std::string& name, CurrentTextureType);
|
||||
void setUniform(const std::string& name, CurrentTextureType);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p float[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param scalarArray pointer to array of \p float values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const float* scalarArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p vec2[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vectorArray pointer to array of \p vec2 values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p vec3[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vectorArray pointer to array of \p vec3 values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p vec4[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param vectorArray pointer to array of \p vec4 values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p mat3[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param matrixArray pointer to array of \p mat3 values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Specify values for \p mat4[] array uniform
|
||||
///
|
||||
/// \param name Name of the uniform variable in GLSL
|
||||
/// \param matrixArray pointer to array of \p mat4 values
|
||||
/// \param length Number of elements in the array
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
void setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a float parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, float) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, float x);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 2-components vector parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, float x, float y);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 3-components vector parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 4-components vector parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z, float w);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 2-components vector parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, const Vector2f& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a 3-components vector parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, const Vector3f& vector);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a color parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, const Color& color);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a matrix parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Glsl::Mat4&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, const Transform& transform);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a texture parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, const Texture&) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, const Texture& texture);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Change a texture parameter of the shader
|
||||
///
|
||||
/// \deprecated Use setUniform(const std::string&, CurrentTextureType) instead.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
SFML_DEPRECATED void setParameter(const std::string& name, CurrentTextureType);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the underlying OpenGL handle of the shader.
|
||||
@ -529,20 +631,29 @@ private:
|
||||
void bindTextures() const;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Get the location ID of a shader parameter
|
||||
/// \brief Get the location ID of a shader uniform
|
||||
///
|
||||
/// \param name Name of the parameter to search
|
||||
/// \param name Name of the uniform variable to search
|
||||
///
|
||||
/// \return Location ID of the parameter, or -1 if not found
|
||||
/// \return Location ID of the uniform, or -1 if not found
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
int getParamLocation(const std::string& name);
|
||||
int getUniformLocation(const std::string& name);
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief RAII object to save and restore the program
|
||||
/// binding while uniforms are being set
|
||||
///
|
||||
/// Implementation is private in the .cpp file.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
struct UniformBinder;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Types
|
||||
////////////////////////////////////////////////////////////
|
||||
typedef std::map<int, const Texture*> TextureTable;
|
||||
typedef std::map<std::string, int> ParamTable;
|
||||
typedef std::map<std::string, int> UniformTable;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Member data
|
||||
@ -550,7 +661,7 @@ private:
|
||||
unsigned int m_shaderProgram; ///< OpenGL identifier for the program
|
||||
int m_currentTexture; ///< Location of the current texture in the shader
|
||||
TextureTable m_textures; ///< Texture variables in the shader, mapped to their location
|
||||
ParamTable m_params; ///< Parameters location cache
|
||||
UniformTable m_uniforms; ///< Parameters location cache
|
||||
};
|
||||
|
||||
} // namespace sf
|
||||
@ -568,7 +679,7 @@ private:
|
||||
/// to apply real-time operations to the rendered entities.
|
||||
///
|
||||
/// There are two kinds of shaders:
|
||||
/// \li Vertex shaders, that process vertices
|
||||
/// \li %Vertex shaders, that process vertices
|
||||
/// \li Fragment (pixel) shaders, that process pixels
|
||||
///
|
||||
/// A sf::Shader can be composed of either a vertex shader
|
||||
@ -580,32 +691,49 @@ private:
|
||||
/// 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 5 different types of variables:
|
||||
/// \li floats
|
||||
/// Like any C/C++ program, a GLSL shader has its own variables
|
||||
/// called \a uniforms that you can set from your C++ application.
|
||||
/// sf::Shader handles different types of uniforms:
|
||||
/// \li scalars: \p float, \p int, \p bool
|
||||
/// \li vectors (2, 3 or 4 components)
|
||||
/// \li colors
|
||||
/// \li textures
|
||||
/// \li transforms (matrices)
|
||||
/// \li matrices (3x3 or 4x4)
|
||||
/// \li samplers (textures)
|
||||
///
|
||||
/// The value of the variables can be changed at any time
|
||||
/// with the various overloads of the setParameter function:
|
||||
/// Some SFML-specific types can be converted:
|
||||
/// \li sf::Color as a 4D vector (\p vec4)
|
||||
/// \li sf::Transform as matrices (\p mat3 or \p mat4)
|
||||
///
|
||||
/// Every uniform variable in a shader can be set through one of the
|
||||
/// setUniform() or setUniformArray() overloads. For example, if you
|
||||
/// have a shader with the following uniforms:
|
||||
/// \code
|
||||
/// shader.setParameter("offset", 2.f);
|
||||
/// shader.setParameter("point", 0.5f, 0.8f, 0.3f);
|
||||
/// shader.setParameter("color", sf::Color(128, 50, 255));
|
||||
/// shader.setParameter("matrix", transform); // transform is a sf::Transform
|
||||
/// shader.setParameter("overlay", texture); // texture is a sf::Texture
|
||||
/// shader.setParameter("texture", sf::Shader::CurrentTexture);
|
||||
/// uniform float offset;
|
||||
/// uniform vec3 point;
|
||||
/// uniform vec4 color;
|
||||
/// uniform mat4 matrix;
|
||||
/// uniform sampler2D overlay;
|
||||
/// uniform sampler2D current;
|
||||
/// \endcode
|
||||
/// You can set their values from C++ code as follows, using the types
|
||||
/// defined in the sf::Glsl namespace:
|
||||
/// \code
|
||||
/// shader.setUniform("offset", 2.f);
|
||||
/// shader.setUniform("point", sf::Vector3f(0.5f, 0.8f, 0.3f));
|
||||
/// shader.setUniform("color", sf::Glsl::Vec4(color)); // color is a sf::Color
|
||||
/// shader.setUniform("matrix", sf::Glsl::Mat4(transform)); // transform is a sf::Transform
|
||||
/// shader.setUniform("overlay", texture); // texture is a sf::Texture
|
||||
/// shader.setUniform("current", sf::Shader::CurrentTexture);
|
||||
/// \endcode
|
||||
///
|
||||
/// The old setParameter() overloads are deprecated and will be removed in a
|
||||
/// future version. You should use their setUniform() equivalents instead.
|
||||
///
|
||||
/// The special Shader::CurrentTexture argument maps the
|
||||
/// given texture variable to the current texture of the
|
||||
/// given \p sampler2D uniform to the current texture of the
|
||||
/// object being drawn (which cannot be known in advance).
|
||||
///
|
||||
/// To apply a shader to a drawable, you must pass it as an
|
||||
/// additional parameter to the Draw function:
|
||||
/// additional parameter to the \ref Window::draw() draw() function:
|
||||
/// \code
|
||||
/// window.draw(sprite, &shader);
|
||||
/// \endcode
|
||||
@ -653,4 +781,6 @@ private:
|
||||
/// sf::Shader::bind(NULL);
|
||||
/// \endcode
|
||||
///
|
||||
/// \see sf::Glsl
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
|
@ -11,6 +11,9 @@ set(SRC
|
||||
${INCROOT}/Export.hpp
|
||||
${SRCROOT}/Font.cpp
|
||||
${INCROOT}/Font.hpp
|
||||
${SRCROOT}/Glsl.cpp
|
||||
${INCROOT}/Glsl.hpp
|
||||
${INCROOT}/Glsl.inl
|
||||
${INCROOT}/Glyph.hpp
|
||||
${SRCROOT}/GLCheck.cpp
|
||||
${SRCROOT}/GLCheck.hpp
|
||||
|
@ -172,6 +172,15 @@
|
||||
#define GLEXT_glUniform3f glUniform3fARB
|
||||
#define GLEXT_glUniform4f glUniform4fARB
|
||||
#define GLEXT_glUniform1i glUniform1iARB
|
||||
#define GLEXT_glUniform2i glUniform2iARB
|
||||
#define GLEXT_glUniform3i glUniform3iARB
|
||||
#define GLEXT_glUniform4i glUniform4iARB
|
||||
#define GLEXT_glUniform1fv glUniform1fvARB
|
||||
#define GLEXT_glUniform2fv glUniform2fvARB
|
||||
#define GLEXT_glUniform2iv glUniform2ivARB
|
||||
#define GLEXT_glUniform3fv glUniform3fvARB
|
||||
#define GLEXT_glUniform4fv glUniform4fvARB
|
||||
#define GLEXT_glUniformMatrix3fv glUniformMatrix3fvARB
|
||||
#define GLEXT_glUniformMatrix4fv glUniformMatrix4fvARB
|
||||
#define GLEXT_glGetObjectParameteriv glGetObjectParameterivARB
|
||||
#define GLEXT_glGetInfoLog glGetInfoLogARB
|
||||
|
86
src/SFML/Graphics/Glsl.cpp
Normal file
86
src/SFML/Graphics/Glsl.cpp
Normal file
@ -0,0 +1,86 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SFML - Simple and Fast Multimedia Library
|
||||
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Headers
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics/Glsl.hpp>
|
||||
#include <algorithm>
|
||||
|
||||
|
||||
namespace sf
|
||||
{
|
||||
namespace priv
|
||||
{
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void copyMatrix(const Transform& source, Matrix<3, 3>& dest)
|
||||
{
|
||||
const float* from = source.getMatrix(); // 4x4
|
||||
float* to = dest.array; // 3x3
|
||||
|
||||
// Use only left-upper 3x3 block (for a 2D transform)
|
||||
to[0] = from[ 0]; to[1] = from[ 1]; to[2] = from[ 3];
|
||||
to[3] = from[ 4]; to[4] = from[ 5]; to[5] = from[ 7];
|
||||
to[6] = from[12]; to[7] = from[13]; to[8] = from[15];
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void copyMatrix(const Transform& source, Matrix<4, 4>& dest)
|
||||
{
|
||||
// Adopt 4x4 matrix as-is
|
||||
copyMatrix(source.getMatrix(), 4 * 4, dest.array);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void copyMatrix(const float* source, std::size_t elements, float* dest)
|
||||
{
|
||||
std::copy(source, source + elements, dest);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void copyVector(const Color& source, Vector4<float>& dest)
|
||||
{
|
||||
dest.x = source.r / 255.f;
|
||||
dest.y = source.g / 255.f;
|
||||
dest.z = source.b / 255.f;
|
||||
dest.w = source.a / 255.f;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void copyVector(const Color& source, Vector4<int>& dest)
|
||||
{
|
||||
dest.x = static_cast<int>(source.r);
|
||||
dest.y = static_cast<int>(source.g);
|
||||
dest.z = static_cast<int>(source.b);
|
||||
dest.w = static_cast<int>(source.a);
|
||||
}
|
||||
|
||||
} // namespace priv
|
||||
} // namespace sf
|
@ -28,6 +28,8 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
#include <SFML/Graphics/Shader.hpp>
|
||||
#include <SFML/Graphics/Texture.hpp>
|
||||
#include <SFML/Graphics/Transform.hpp>
|
||||
#include <SFML/Graphics/Color.hpp>
|
||||
#include <SFML/Graphics/GLCheck.hpp>
|
||||
#include <SFML/Window/Context.hpp>
|
||||
#include <SFML/System/InputStream.hpp>
|
||||
@ -146,6 +148,57 @@ namespace
|
||||
|
||||
return available;
|
||||
}
|
||||
|
||||
// Transforms an array of 2D vectors into a contiguous array of scalars
|
||||
template <typename T>
|
||||
std::vector<T> flatten(const sf::Vector2<T>* vectorArray, std::size_t length)
|
||||
{
|
||||
const std::size_t vectorSize = 2;
|
||||
|
||||
std::vector<T> contiguous(vectorSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
{
|
||||
contiguous[vectorSize * i] = vectorArray[i].x;
|
||||
contiguous[vectorSize * i + 1] = vectorArray[i].y;
|
||||
}
|
||||
|
||||
return contiguous;
|
||||
}
|
||||
|
||||
// Transforms an array of 3D vectors into a contiguous array of scalars
|
||||
template <typename T>
|
||||
std::vector<T> flatten(const sf::Vector3<T>* vectorArray, std::size_t length)
|
||||
{
|
||||
const std::size_t vectorSize = 3;
|
||||
|
||||
std::vector<T> contiguous(vectorSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
{
|
||||
contiguous[vectorSize * i] = vectorArray[i].x;
|
||||
contiguous[vectorSize * i + 1] = vectorArray[i].y;
|
||||
contiguous[vectorSize * i + 2] = vectorArray[i].z;
|
||||
}
|
||||
|
||||
return contiguous;
|
||||
}
|
||||
|
||||
// Transforms an array of 4D vectors into a contiguous array of scalars
|
||||
template <typename T>
|
||||
std::vector<T> flatten(const sf::priv::Vector4<T>* vectorArray, std::size_t length)
|
||||
{
|
||||
const std::size_t vectorSize = 4;
|
||||
|
||||
std::vector<T> contiguous(vectorSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
{
|
||||
contiguous[vectorSize * i] = vectorArray[i].x;
|
||||
contiguous[vectorSize * i + 1] = vectorArray[i].y;
|
||||
contiguous[vectorSize * i + 2] = vectorArray[i].z;
|
||||
contiguous[vectorSize * i + 3] = vectorArray[i].w;
|
||||
}
|
||||
|
||||
return contiguous;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -155,12 +208,55 @@ namespace sf
|
||||
Shader::CurrentTextureType Shader::CurrentTexture;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
struct Shader::UniformBinder : private NonCopyable
|
||||
{
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Constructor: set up state before uniform is set
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
UniformBinder(Shader& shader, const std::string& name) :
|
||||
savedProgram(0),
|
||||
currentProgram(castToGlHandle(shader.m_shaderProgram)),
|
||||
location(-1)
|
||||
{
|
||||
if (currentProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program object
|
||||
glCheck(savedProgram = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
if (currentProgram != savedProgram)
|
||||
glCheck(GLEXT_glUseProgramObject(currentProgram));
|
||||
|
||||
// Store uniform location for further use outside constructor
|
||||
location = shader.getUniformLocation(name);
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \brief Destructor: restore state after uniform is set
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
~UniformBinder()
|
||||
{
|
||||
// Disable program object
|
||||
if (currentProgram && (currentProgram != savedProgram))
|
||||
glCheck(GLEXT_glUseProgramObject(savedProgram));
|
||||
}
|
||||
|
||||
GLEXT_GLhandle savedProgram; ///< Handle to the previously active program object
|
||||
GLEXT_GLhandle currentProgram; ///< Handle to the program object of the modified sf::Shader instance
|
||||
GLint location; ///< Uniform location, used by the surrounding sf::Shader code
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
Shader::Shader() :
|
||||
m_shaderProgram (0),
|
||||
m_currentTexture(-1),
|
||||
m_textures (),
|
||||
m_params ()
|
||||
m_uniforms ()
|
||||
{
|
||||
}
|
||||
|
||||
@ -282,160 +378,132 @@ bool Shader::loadFromStream(InputStream& vertexShaderStream, InputStream& fragme
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x)
|
||||
void Shader::setUniform(const std::string& name, float x)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program
|
||||
GLEXT_GLhandle program;
|
||||
glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
|
||||
|
||||
// Get parameter location and assign it new values
|
||||
GLint location = getParamLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
glCheck(GLEXT_glUniform1f(location, x));
|
||||
}
|
||||
|
||||
// Disable program
|
||||
glCheck(GLEXT_glUseProgramObject(program));
|
||||
}
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform1f(binder.location, x));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec2& v)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program
|
||||
GLEXT_GLhandle program;
|
||||
glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
|
||||
|
||||
// Get parameter location and assign it new values
|
||||
GLint location = getParamLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
glCheck(GLEXT_glUniform2f(location, x, y));
|
||||
}
|
||||
|
||||
// Disable program
|
||||
glCheck(GLEXT_glUseProgramObject(program));
|
||||
}
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform2f(binder.location, v.x, v.y));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec3& v)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program
|
||||
GLEXT_GLhandle program;
|
||||
glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
|
||||
|
||||
// Get parameter location and assign it new values
|
||||
GLint location = getParamLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
glCheck(GLEXT_glUniform3f(location, x, y, z));
|
||||
}
|
||||
|
||||
// Disable program
|
||||
glCheck(GLEXT_glUseProgramObject(program));
|
||||
}
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform3f(binder.location, v.x, v.y, v.z));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec4& v)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program
|
||||
GLEXT_GLhandle program;
|
||||
glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
|
||||
|
||||
// Get parameter location and assign it new values
|
||||
GLint location = getParamLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
glCheck(GLEXT_glUniform4f(location, x, y, z, w));
|
||||
}
|
||||
|
||||
// Disable program
|
||||
glCheck(GLEXT_glUseProgramObject(program));
|
||||
}
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform4f(binder.location, v.x, v.y, v.z, v.w));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector2f& v)
|
||||
void Shader::setUniform(const std::string& name, int x)
|
||||
{
|
||||
setParameter(name, v.x, v.y);
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform1i(binder.location, x));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector3f& v)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec2& v)
|
||||
{
|
||||
setParameter(name, v.x, v.y, v.z);
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform2i(binder.location, v.x, v.y));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Color& color)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec3& v)
|
||||
{
|
||||
setParameter(name, color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform3i(binder.location, v.x, v.y, v.z));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Transform& transform)
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec4& v)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Enable program
|
||||
GLEXT_GLhandle program;
|
||||
glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
|
||||
glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
|
||||
|
||||
// Get parameter location and assign it new values
|
||||
GLint location = getParamLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
glCheck(GLEXT_glUniformMatrix4fv(location, 1, GL_FALSE, transform.getMatrix()));
|
||||
}
|
||||
|
||||
// Disable program
|
||||
glCheck(GLEXT_glUseProgramObject(program));
|
||||
}
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform4i(binder.location, v.x, v.y, v.z, v.w));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Texture& texture)
|
||||
void Shader::setUniform(const std::string& name, bool x)
|
||||
{
|
||||
setUniform(name, static_cast<int>(x));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec2& v)
|
||||
{
|
||||
setUniform(name, Glsl::Ivec2(v));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec3& v)
|
||||
{
|
||||
setUniform(name, Glsl::Ivec3(v));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec4& v)
|
||||
{
|
||||
setUniform(name, Glsl::Ivec4(v));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat3& matrix)
|
||||
{
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix3fv(binder.location, 1, GL_FALSE, matrix.array));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat4& matrix)
|
||||
{
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix4fv(binder.location, 1, GL_FALSE, matrix.array));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Texture& texture)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Find the location of the variable in the shader
|
||||
int location = getParamLocation(name);
|
||||
int location = getUniformLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
// Store the location -> texture mapping
|
||||
@ -463,18 +531,160 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, CurrentTextureType)
|
||||
void Shader::setUniform(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Find the location of the variable in the shader
|
||||
m_currentTexture = getParamLocation(name);
|
||||
m_currentTexture = getUniformLocation(name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const float* scalarArray, std::size_t length)
|
||||
{
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform1fv(binder.location, length, scalarArray));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform2fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform3fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform4fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length)
|
||||
{
|
||||
const std::size_t matrixSize = 3 * 3;
|
||||
|
||||
std::vector<float> contiguous(matrixSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
priv::copyMatrix(matrixArray[i].array, matrixSize, &contiguous[matrixSize * i]);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix3fv(binder.location, length, GL_FALSE, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length)
|
||||
{
|
||||
const std::size_t matrixSize = 4 * 4;
|
||||
|
||||
std::vector<float> contiguous(matrixSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
priv::copyMatrix(matrixArray[i].array, matrixSize, &contiguous[matrixSize * i]);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix4fv(binder.location, length, GL_FALSE, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x)
|
||||
{
|
||||
setUniform(name, x);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y)
|
||||
{
|
||||
setUniform(name, Glsl::Vec2(x, y));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z)
|
||||
{
|
||||
setUniform(name, Glsl::Vec3(x, y, z));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
|
||||
{
|
||||
setUniform(name, Glsl::Vec4(x, y, z, w));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector2f& v)
|
||||
{
|
||||
setUniform(name, v);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector3f& v)
|
||||
{
|
||||
setUniform(name, v);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Color& color)
|
||||
{
|
||||
setUniform(name, Glsl::Vec4(color));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Transform& transform)
|
||||
{
|
||||
setUniform(name, Glsl::Mat4(transform));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Texture& texture)
|
||||
{
|
||||
setUniform(name, texture);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
setUniform(name, CurrentTexture);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int Shader::getNativeHandle() const
|
||||
{
|
||||
@ -550,7 +760,7 @@ bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCod
|
||||
// Reset the internal state
|
||||
m_currentTexture = -1;
|
||||
m_textures.clear();
|
||||
m_params.clear();
|
||||
m_uniforms.clear();
|
||||
|
||||
// Create the program
|
||||
GLEXT_GLhandle shaderProgram;
|
||||
@ -657,11 +867,11 @@ void Shader::bindTextures() const
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
int Shader::getParamLocation(const std::string& name)
|
||||
int Shader::getUniformLocation(const std::string& name)
|
||||
{
|
||||
// Check the cache
|
||||
ParamTable::const_iterator it = m_params.find(name);
|
||||
if (it != m_params.end())
|
||||
UniformTable::const_iterator it = m_uniforms.find(name);
|
||||
if (it != m_uniforms.end())
|
||||
{
|
||||
// Already in cache, return it
|
||||
return it->second;
|
||||
@ -670,7 +880,7 @@ int Shader::getParamLocation(const std::string& name)
|
||||
{
|
||||
// Not in cache, request the location from OpenGL
|
||||
int location = GLEXT_glGetUniformLocation(castToGlHandle(m_shaderProgram), name.c_str());
|
||||
m_params.insert(std::make_pair(name, location));
|
||||
m_uniforms.insert(std::make_pair(name, location));
|
||||
|
||||
if (location == -1)
|
||||
err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
|
||||
@ -747,6 +957,138 @@ bool Shader::loadFromStream(InputStream& vertexShaderStream, InputStream& fragme
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, float x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, int x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, bool x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat3& matrix)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat4& matrix)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Texture& texture)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const float* scalarArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user