initial commit of DSFML2
some basic things work, much still has to be done - made as few changes as possible to make it compile under D2 - removed system.thread, use standard threads - lots of other changes git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1333 4e206d99-4929-0410-ac5d-dfc041789085
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139
DSFML/import/dsfml/graphics/shader.d
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139
DSFML/import/dsfml/graphics/shader.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2008 Julien Dagorn (sirjulio13@gmail.com)
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* 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
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* it freely, 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
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* 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
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* source distribution.
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*/
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module dsfml.graphics.shader;
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import dsfml.graphics.common;
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import dsfml.graphics.image;
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import dsfml.system.common;
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import dsfml.system.exception;
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import dsfml.system.stringutil;
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/**
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* Define loading methods for effect
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*/
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enum LoadingType
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{
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FROMFILE, /// string represents a file path
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FROMSTRING /// string represents effect code
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}
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/**
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* Shader is used to apply a post effect to a window
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*
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* See_Also:
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* $(LINK2 http://www.sfml-dev.org/tutorials/graphics-postfx.php, SFML post FX tutorial) from more informations about Post effects and GLSL fragment shaders syntax.
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*/
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class Shader : DSFMLObject
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{
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/**
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* construct the effect
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*
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* Params:
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* effect = Path of a file or string containing the effect.
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* type = type of the effect (default is FROMFILE)
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*/
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this(string effect, LoadingType type = LoadingType.FROMFILE)
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{
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if (effect is null || effect.length == 0)
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throw new LoadingException("LoadingException : Effect is invalid.");
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if (type == LoadingType.FROMFILE)
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super(sfShader_CreateFromFile(toStringz(effect)));
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else
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super(sfShader_CreateFromMemory(toStringz(effect)));
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}
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override void dispose()
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{
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sfShader_Destroy(m_ptr);
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}
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/**
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* Change parameters of the effect
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*
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* Params:
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* name = Parameter name in the effect
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*/
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void setParameter(string name, float x)
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{
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sfShader_SetParameter1(m_ptr, toStringz(name), x);
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}
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/**
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* ditto
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*/
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void setParameter(string name, float x, float y)
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{
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sfShader_SetParameter2(m_ptr, toStringz(name), x, y);
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}
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/**
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* ditto
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*/
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void setParameter(string name, float x, float y, float z)
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{
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sfShader_SetParameter3(m_ptr, toStringz(name), x, y, z);
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}
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/**
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* ditto
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*/
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void setParameter(string name, float x, float y, float z, float w)
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{
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sfShader_SetParameter4(m_ptr, toStringz(name), x, y, z, w);
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}
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/**
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* Set a texture parameter
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*
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* Params:
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* name = Texture name in the effect
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* texture = Image to set (pass NULL to use content of current framebuffer)
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*/
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void setTexture(string name, Image texture)
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{
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m_texture = texture;
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sfShader_SetTexture(m_ptr, toStringz(name), texture is null ? null : texture.getNativePointer);
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}
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/**
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* Tell whether or not the system supports shaders
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*
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* Returns:
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* True if the system can use shaders
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*/
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static bool isAvailable()
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{
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return cast(bool)sfShader_IsAvailable();
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}
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private:
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Image m_texture;
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}
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