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Updated API documentation for sf::Shader
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1260 4e206d99-4929-0410-ac5d-dfc041789085
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@ -149,6 +149,7 @@ namespace sample_shader
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// Process events
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window.DispatchEvents();
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// TOFIX -- using window.Input together with image.Draw apparently causes a memory corruption
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// Get the mouse position in the range [0, 1]
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//float x = window.Input.GetMouseX() / (float)window.Width;
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//float y = window.Input.GetMouseY() / (float)window.Height;
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@ -39,129 +39,257 @@
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namespace sf
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{
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////////////////////////////////////////////////////////////
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/// Wrapper for pixel shaders
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/// \brief Pixel/fragment shader class
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///
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////////////////////////////////////////////////////////////
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class SFML_API Shader
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{
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public :
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////////////////////////////////////////////////////////////
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/// Default constructor
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/// \brief Default constructor
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///
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/// This constructor creates an invalid shader
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///
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////////////////////////////////////////////////////////////
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Shader();
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////////////////////////////////////////////////////////////
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/// Copy constructor
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/// \brief Copy constructor
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///
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/// \param copy : Instance to copy
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/// \param copy Instance to copy
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///
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////////////////////////////////////////////////////////////
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Shader(const Shader& copy);
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////////////////////////////////////////////////////////////
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/// Destructor
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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Shader();
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////////////////////////////////////////////////////////////
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/// Load the shader from a file
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/// \brief Load the shader from a file
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///
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/// \param filename : Path of the shader file to load
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/// The source must be a text file containing a valid
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/// fragment shader in GLSL language. GLSL is a C-like
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/// language dedicated to OpenGL shaders; you'll probably
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/// need to read a good documentation for it before writing
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/// your own shaders.
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///
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/// \return True on success
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/// \param filename Path of the shader file to load
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool LoadFromFile(const std::string& filename);
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////////////////////////////////////////////////////////////
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/// Load the shader from a text in memory
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/// \brief Load the shader from a source code in memory
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///
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/// \param effect : String containing the code of the shader
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/// The source code must be a valid fragment shader in
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/// GLSL language. GLSL is a C-like language dedicated
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/// to OpenGL shaders; you'll probably need to read a
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/// good documentation for it before writing your own shaders.
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///
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/// \return True on success
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/// \param shader String containing the source code of the shader
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///
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/// \return True if loading succeeded, false if it failed
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///
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/// \see LoadFromFile
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///
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////////////////////////////////////////////////////////////
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bool LoadFromMemory(const std::string& shader);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (1 float)
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/// \brief Change a float parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param x : Value to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform float myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f);
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param x Value to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, float x);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (2 floats)
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param x, y : Values to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f);
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& Name, float x, float y);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (3 floats)
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/// \brief Change a 3-components vector parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param x, y, z : Values to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f);
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& Name, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (4 floats)
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/// \brief Change a 4-components vector parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param x, y, z, w : Values to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform vec4 myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", 5.2f, 6.0f, -8.1f, 0.4f);
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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/// \param w Fourth component of the value to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& Name, float x, float y, float z, float w);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (1 vector2)
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param v : Value to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", sf::Vector2f(5.2f, 6.0f));
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const Vector2f& v);
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void SetParameter(const std::string& name, const Vector2f& vector);
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////////////////////////////////////////////////////////////
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/// Change a parameter of the shader (1 vector3)
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/// \brief Change a 2-components vector parameter of the shader
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///
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/// \param name : Name of the parameter in the shader
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/// \param v : Value to assign
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/// \a name is the name of the variable to change in the shader.
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/// For example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the pixel shader
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/// \endcode
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/// \code
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/// shader.SetParameter("myparam", sf::Vector3f(5.2f, 6.0f, -8.1f));
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/// \endcode
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///
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/// \param name Name of the parameter in the shader
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/// \param vector Vector to assign
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///
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/// \see SetTexture
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///
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////////////////////////////////////////////////////////////
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void SetParameter(const std::string& name, const Vector3f& v);
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void SetParameter(const std::string& name, const Vector3f& vector);
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////////////////////////////////////////////////////////////
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/// Set a texture parameter
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/// \brief Change a texture parameter of the shader
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///
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/// \param name : Name of the texture in the shader
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/// \param texture : Image to set (pass Shader::CurrentTexture to use the current texture)
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/// \a name is the name of the texture to change in the shader.
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/// To tell the shader to use the current texture of the object being
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/// drawn, pass Shader::CurrentTexture.
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/// Example:
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/// \code
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/// // These are the variables in the pixel shader
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/// uniform sampler2D current;
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/// uniform sampler2D other;
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/// \endcode
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/// \code
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/// sf::Image image;
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/// ...
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/// shader.SetParameter("current", sf::Shader::CurrentTexture);
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/// shader.SetParameter("other", image);
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/// \endcode
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/// It is important to note that \a texture must remain alive as long
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/// as the shader uses it, no copy is made internally.
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///
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/// \param name Name of the texture in the shader
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/// \param texture Image to assign
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///
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/// \see SetParameter
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///
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////////////////////////////////////////////////////////////
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void SetTexture(const std::string& name, const Image& texture);
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////////////////////////////////////////////////////////////
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/// Bind the shader for rendering
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/// \brief Bind the shader for rendering (activate it)
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///
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/// This function is normally for internal use only, unless
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/// you want to use the shader with a custom OpenGL rendering
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/// instead of a SFML drawable.
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/// \code
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/// window.SetActive();
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/// shader.Bind();
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/// ... render OpenGL geometry ...
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/// shader.Unbind();
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/// \endcode
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///
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/// \see Unbind
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///
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////////////////////////////////////////////////////////////
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void Bind() const;
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////////////////////////////////////////////////////////////
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/// Unbind the shader
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/// \brief Bind the shader (deactivate it)
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///
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/// This function is normally for internal use only, unless
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/// you want to use the shader with a custom OpenGL rendering
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/// instead of a SFML drawable.
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///
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/// \see Bind
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///
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////////////////////////////////////////////////////////////
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void Unbind() const;
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////////////////////////////////////////////////////////////
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/// Assignment operator
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/// \brief Overload of assignment operator
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///
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/// \param right Instance to assign
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///
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@ -171,9 +299,13 @@ public :
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Shader& operator =(const Shader& right);
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////////////////////////////////////////////////////////////
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/// Tell whether or not the system supports shaders
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/// \brief Tell whether or not the system supports shaders
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///
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/// \return True if the system can use shaders
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/// This function should always be called before using
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/// the shader features. If it returns false, then
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/// any attempt to use sf::Shader will fail.
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///
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/// \return True if shaders are supported, false otherwise
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///
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////////////////////////////////////////////////////////////
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static bool IsAvailable();
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@ -186,7 +318,7 @@ public :
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private :
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////////////////////////////////////////////////////////////
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/// Create the program and attach the shaders
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/// \brief Create the program and attach the shaders
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///
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/// \return True on success, false if any error happened
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///
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@ -211,3 +343,64 @@ private :
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#endif // SFML_SHADER_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::Shader
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///
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/// Pixel shaders (or fragment shaders) are programs written
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/// using a specific language, executed directly by the
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/// graphics card and allowing to apply per-pixel real-time
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/// operations to the rendered entities.
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///
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/// Pixel shaders are written in GLSL, which is a C-like
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/// language dedicated to OpenGL shaders. You'll probably
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/// need to learn its basics before writing your own shaders
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/// for SFML.
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///
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/// Like any C/C++ program, a shader has its own variables
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/// that you can set from your C++ application. sf::Shader
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/// handles 3 different types of variables:
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/// \li floats
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/// \li vectors (2, 3 or 4 components)
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/// \li textures
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///
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/// The value of the variables can be changed at any time
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/// with either Shader::SetParameter or Shader::SetTexture:
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/// \code
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/// shader.SetParameter("offset", 2.f);
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/// shader.SetParameter("color", 0.5f, 0.8f, 0.3f);
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/// shader.SetTexture("image", image); // image is a sf::Image
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/// shader.SetTexture("current", sf::Shader::CurrentTexture);
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/// \endcode
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///
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/// Shader::CurrentTexture is a special value that represents
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/// the texture that the object being drawn is using.
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///
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/// To apply a shader to a drawable, you must pass it as an
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/// additional parameter to the Draw function:
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/// \code
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/// window.Draw(sprite, shader);
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/// \endcode
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///
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/// Shaders can be used on any drawable, but they are mainly
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/// made for sf::Sprite. Using a shader on a sf::String is more
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/// limited, because the texture of the string is not the
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/// actual text that you see on screen, it is a big image
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/// containing all the characters of the font in an arbitrary
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/// order. Thus, texture lookups on pixels other than the current
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/// one may not give you the expected result. Using a shader
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/// with sf::Shape is even more limited, as shapes don't use
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/// any texture.
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///
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/// Like sf::Image that can be used as a raw OpenGL texture,
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/// sf::Shader can also be used directly as a raw fragment
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/// shader for custom OpenGL geometry.
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/// \code
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/// window.SetActive();
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/// shader.Bind();
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/// ... render OpenGL geometry ...
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/// shader.Unbind();
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/// \endcode
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///
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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bool Shader::CompileProgram()
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{
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// First make sure that we can use shaders!
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// First make sure that we can use shaders
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if (!IsAvailable())
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{
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std::cerr << "Failed to create a shader: your system doesn't support shaders" << std::endl;
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std::cerr << "Failed to create a shader: your system doesn't support shaders "
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<< "(you should test Shader::IsAvailable() before trying to use the Shader class)" << std::endl;
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return false;
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}
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@ -331,7 +332,7 @@ bool Shader::CompileProgram()
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GLCheck(glDeleteObjectARB(myShaderProgram));
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// Define the vertex shader source (we provide it directly as it doesn't have to change)
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static const std::string vertexShaderSrc =
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static const char* vertexSrc =
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"void main()"
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"{"
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" gl_TexCoord[0] = gl_MultiTexCoord0;"
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@ -347,7 +348,6 @@ bool Shader::CompileProgram()
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GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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// Compile them
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const char* vertexSrc = vertexShaderSrc.c_str();
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const char* fragmentSrc = myFragmentShader.c_str();
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GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
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GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));
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