
Single line comments starting with `///` are interpreted by Microsoft Visual Studio as documentation containing XML code. Therefore single line comments starting with `///<` unfortunately cause a parsing error, as IntelliSense will assume the `<` is the start of an XML tag. This is not the case, but unfortunately, IntelliSense will still complain about the following space character rather than displaying the raw string. This commit alters all such comments to start with `//!<` instead, which prevents the issue. This fixes issue #1622.
876 lines
37 KiB
C++
876 lines
37 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2019 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_SHADER_HPP
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#define SFML_SHADER_HPP
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////////////////////////////////////////////////////////////
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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/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>
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#include <SFML/System/Vector3.hpp>
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#include <map>
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#include <string>
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namespace sf
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{
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class Color;
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class InputStream;
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class Texture;
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class Transform;
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////////////////////////////////////////////////////////////
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/// \brief Shader class (vertex, geometry and fragment)
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Shader : GlResource, NonCopyable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Types of shaders
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///
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////////////////////////////////////////////////////////////
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enum Type
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{
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Vertex, //!< %Vertex shader
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Geometry, //!< Geometry shader
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Fragment //!< Fragment (pixel) shader
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};
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////////////////////////////////////////////////////////////
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/// \brief Special type that can be passed to setUniform(),
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/// and that represents the texture of the object being drawn
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///
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/// \see setUniform(const std::string&, CurrentTextureType)
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///
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////////////////////////////////////////////////////////////
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struct CurrentTextureType {};
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////////////////////////////////////////////////////////////
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/// \brief Represents the texture of the object being drawn
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///
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/// \see setUniform(const std::string&, CurrentTextureType)
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///
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////////////////////////////////////////////////////////////
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static CurrentTextureType CurrentTexture;
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public:
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////////////////////////////////////////////////////////////
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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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/// \brief Destructor
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///
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////////////////////////////////////////////////////////////
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~Shader();
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry or fragment shader from a file
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///
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/// This function loads a single shader, vertex, geometry or
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/// fragment, identified by the second argument.
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/// The source must be a text file containing a valid
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/// shader in GLSL language. GLSL is a C-like language
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/// dedicated to OpenGL shaders; you'll probably need to
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/// read a good documentation for it before writing your
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/// own shaders.
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///
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/// \param filename Path of the vertex, geometry or fragment shader file to load
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/// \param type Type of shader (vertex, geometry or fragment)
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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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& filename, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from files
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///
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be text files containing valid shaders
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/// in GLSL language. GLSL is a C-like language dedicated to
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/// OpenGL shaders; you'll probably need to read a good documentation
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/// for it before writing your own shaders.
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///
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/// \param vertexShaderFilename Path of the vertex shader file to load
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/// \param fragmentShaderFilename Path of the fragment 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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from files
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be text files containing valid shaders
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/// in GLSL language. GLSL is a C-like language dedicated to
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/// OpenGL shaders; you'll probably need to read a good documentation
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/// for it before writing your own shaders.
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///
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/// \param vertexShaderFilename Path of the vertex shader file to load
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/// \param geometryShaderFilename Path of the geometry shader file to load
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/// \param fragmentShaderFilename Path of the fragment 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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry or fragment shader from a source code in memory
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///
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/// This function loads a single shader, vertex, geometry
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/// or fragment, identified by the second argument.
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/// The source code must be a valid shader in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param shader String containing the source code of the shader
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/// \param type Type of shader (vertex, geometry or fragment)
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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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& shader, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from source codes in memory
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///
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be valid shaders in GLSL language. GLSL is
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/// a C-like language dedicated to OpenGL shaders; you'll
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/// probably need to read a good documentation for it before
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/// writing your own shaders.
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///
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/// \param vertexShader String containing the source code of the vertex shader
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/// \param fragmentShader String containing the source code of the fragment 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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from source codes in memory
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The sources must be valid shaders in GLSL language. GLSL is
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/// a C-like language dedicated to OpenGL shaders; you'll
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/// probably need to read a good documentation for it before
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/// writing your own shaders.
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///
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/// \param vertexShader String containing the source code of the vertex shader
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/// \param geometryShader String containing the source code of the geometry shader
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/// \param fragmentShader String containing the source code of the fragment 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, loadFromStream
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///
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////////////////////////////////////////////////////////////
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bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry or fragment shader from a custom stream
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///
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/// This function loads a single shader, vertex, geometry
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/// or fragment, identified by the second argument.
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/// The source code must be a valid shader in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for it
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/// before writing your own shaders.
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///
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/// \param stream Source stream to read from
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/// \param type Type of shader (vertex, geometry or fragment)
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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, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& stream, Type type);
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////////////////////////////////////////////////////////////
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/// \brief Load both the vertex and fragment shaders from custom streams
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///
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/// This function loads both the vertex and the fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The source codes must be valid shaders in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param vertexShaderStream Source stream to read the vertex shader from
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/// \param fragmentShaderStream Source stream to read the fragment shader from
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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, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from custom streams
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. If one of them fails to load, the shader is left
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/// empty (the valid shader is unloaded).
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/// The source codes must be valid shaders in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param vertexShaderStream Source stream to read the vertex shader from
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/// \param geometryShaderStream Source stream to read the geometry shader from
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/// \param fragmentShaderStream Source stream to read the fragment shader from
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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, loadFromMemory
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///
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////////////////////////////////////////////////////////////
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bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p float uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the float scalar
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, float x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec2 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec2 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Vec2& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec3 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec3 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Vec3& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec4 uniform
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///
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/// This overload can also be called with sf::Color objects
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/// that are converted to sf::Glsl::Vec4.
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///
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/// It is important to note that the components of the color are
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/// normalized before being passed to the shader. Therefore,
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/// they are converted from range [0 .. 255] to range [0 .. 1].
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/// For example, a sf::Color(255, 127, 0, 255) will be transformed
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/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec4 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Vec4& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p int uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the int scalar
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, int x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec2 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec2 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Ivec2& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec3 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec3 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Ivec3& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec4 uniform
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///
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/// This overload can also be called with sf::Color objects
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/// that are converted to sf::Glsl::Ivec4.
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///
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/// If color conversions are used, the ivec4 uniform in GLSL
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/// will hold the same values as the original sf::Color
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/// instance. For example, sf::Color(255, 127, 0, 255) is
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/// mapped to ivec4(255, 127, 0, 255).
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec4 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Ivec4& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bool uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the bool scalar
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, bool x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bvec2 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the bvec2 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Bvec2& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bvec3 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the bvec3 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Bvec3& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bvec4 uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the bvec4 vector
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Bvec4& vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p mat3 matrix
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param matrix Value of the mat3 matrix
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Mat3& matrix);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p mat4 matrix
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param matrix Value of the mat4 matrix
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Glsl::Mat4& matrix);
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////////////////////////////////////////////////////////////
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/// \brief Specify a texture as \p sampler2D uniform
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (\p sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D the_texture; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sf::Texture texture;
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/// ...
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/// shader.setUniform("the_texture", texture);
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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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/// To use the texture of the object being drawn, which cannot be
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/// known in advance, you can pass the special value
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/// sf::Shader::CurrentTexture:
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/// \code
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/// shader.setUniform("the_texture", sf::Shader::CurrentTexture).
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/// \endcode
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///
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/// \param name Name of the texture in the shader
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/// \param texture Texture to assign
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, const Texture& texture);
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////////////////////////////////////////////////////////////
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/// \brief Specify current texture as \p sampler2D uniform
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///
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/// This overload maps a shader texture variable to the
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/// texture of the object being drawn, which cannot be
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/// known in advance. The second argument must be
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/// sf::Shader::CurrentTexture.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (\p sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D current; // this is the variable in the shader
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/// \endcode
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/// \code
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/// shader.setUniform("current", sf::Shader::CurrentTexture);
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/// \endcode
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///
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/// \param name Name of the texture in the shader
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///
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////////////////////////////////////////////////////////////
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void setUniform(const std::string& name, CurrentTextureType);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p float[] array uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param scalarArray pointer to array of \p float values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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void setUniformArray(const std::string& name, const float* scalarArray, std::size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p vec2[] array uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vectorArray pointer to array of \p vec2 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p vec3[] array uniform
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///
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/// \param name Name of the uniform variable in GLSL
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/// \param vectorArray pointer to array of \p vec3 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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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.
|
|
///
|
|
/// You shouldn't need to use this function, unless you have
|
|
/// very specific stuff to implement that SFML doesn't support,
|
|
/// or implement a temporary workaround until a bug is fixed.
|
|
///
|
|
/// \return OpenGL handle of the shader or 0 if not yet loaded
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
unsigned int getNativeHandle() const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Bind a shader for rendering
|
|
///
|
|
/// This function is not part of the graphics API, it mustn't be
|
|
/// used when drawing SFML entities. It must be used only if you
|
|
/// mix sf::Shader with OpenGL code.
|
|
///
|
|
/// \code
|
|
/// sf::Shader s1, s2;
|
|
/// ...
|
|
/// sf::Shader::bind(&s1);
|
|
/// // draw OpenGL stuff that use s1...
|
|
/// sf::Shader::bind(&s2);
|
|
/// // draw OpenGL stuff that use s2...
|
|
/// sf::Shader::bind(NULL);
|
|
/// // draw OpenGL stuff that use no shader...
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader to bind, can be null to use no shader
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
static void bind(const Shader* shader);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Tell whether or not the system supports shaders
|
|
///
|
|
/// This function should always be called before using
|
|
/// the shader features. If it returns false, then
|
|
/// any attempt to use sf::Shader will fail.
|
|
///
|
|
/// \return True if shaders are supported, false otherwise
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
static bool isAvailable();
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Tell whether or not the system supports geometry shaders
|
|
///
|
|
/// This function should always be called before using
|
|
/// the geometry shader features. If it returns false, then
|
|
/// any attempt to use sf::Shader geometry shader features will fail.
|
|
///
|
|
/// This function can only return true if isAvailable() would also
|
|
/// return true, since shaders in general have to be supported in
|
|
/// order for geometry shaders to be supported as well.
|
|
///
|
|
/// Note: The first call to this function, whether by your
|
|
/// code or SFML will result in a context switch.
|
|
///
|
|
/// \return True if geometry shaders are supported, false otherwise
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
static bool isGeometryAvailable();
|
|
|
|
private:
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Compile the shader(s) and create the program
|
|
///
|
|
/// If one of the arguments is NULL, the corresponding shader
|
|
/// is not created.
|
|
///
|
|
/// \param vertexShaderCode Source code of the vertex shader
|
|
/// \param geometryShaderCode Source code of the geometry shader
|
|
/// \param fragmentShaderCode Source code of the fragment shader
|
|
///
|
|
/// \return True on success, false if any error happened
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Bind all the textures used by the shader
|
|
///
|
|
/// This function each texture to a different unit, and
|
|
/// updates the corresponding variables in the shader accordingly.
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
void bindTextures() const;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Get the location ID of a shader uniform
|
|
///
|
|
/// \param name Name of the uniform variable to search
|
|
///
|
|
/// \return Location ID of the uniform, or -1 if not found
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
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> UniformTable;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Member data
|
|
////////////////////////////////////////////////////////////
|
|
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
|
|
UniformTable m_uniforms; //!< Parameters location cache
|
|
};
|
|
|
|
} // namespace sf
|
|
|
|
|
|
#endif // SFML_SHADER_HPP
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \class sf::Shader
|
|
/// \ingroup graphics
|
|
///
|
|
/// Shaders are programs written using a specific language,
|
|
/// executed directly by the graphics card and allowing
|
|
/// to apply real-time operations to the rendered entities.
|
|
///
|
|
/// There are three kinds of shaders:
|
|
/// \li %Vertex shaders, that process vertices
|
|
/// \li Geometry shaders, that process primitives
|
|
/// \li Fragment (pixel) shaders, that process pixels
|
|
///
|
|
/// A sf::Shader can be composed of either a vertex shader
|
|
/// alone, a geometry shader alone, a fragment shader alone,
|
|
/// or any combination of them. (see the variants of the
|
|
/// load functions).
|
|
///
|
|
/// Shaders are written in GLSL, which is a C-like
|
|
/// language dedicated to OpenGL shaders. You'll probably
|
|
/// need to learn its basics before writing your own shaders
|
|
/// for SFML.
|
|
///
|
|
/// Like any C/C++ program, a 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 matrices (3x3 or 4x4)
|
|
/// \li samplers (textures)
|
|
///
|
|
/// 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
|
|
/// 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 \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 \ref RenderWindow::draw function:
|
|
/// \code
|
|
/// window.draw(sprite, &shader);
|
|
/// \endcode
|
|
///
|
|
/// ... which is in fact just a shortcut for this:
|
|
/// \code
|
|
/// sf::RenderStates states;
|
|
/// states.shader = &shader;
|
|
/// window.draw(sprite, states);
|
|
/// \endcode
|
|
///
|
|
/// In the code above we pass a pointer to the shader, because it may
|
|
/// be null (which means "no shader").
|
|
///
|
|
/// Shaders can be used on any drawable, but some combinations are
|
|
/// not interesting. For example, using a vertex shader on a sf::Sprite
|
|
/// is limited because there are only 4 vertices, the sprite would
|
|
/// have to be subdivided in order to apply wave effects.
|
|
/// Another bad example is a fragment shader with sf::Text: the texture
|
|
/// of the text is not the actual text that you see on screen, it is
|
|
/// a big texture containing all the characters of the font in an
|
|
/// arbitrary order; thus, texture lookups on pixels other than the
|
|
/// current one may not give you the expected result.
|
|
///
|
|
/// Shaders can also be used to apply global post-effects to the
|
|
/// current contents of the target (like the old sf::PostFx class
|
|
/// in SFML 1). This can be done in two different ways:
|
|
/// \li draw everything to a sf::RenderTexture, then draw it to
|
|
/// the main target using the shader
|
|
/// \li draw everything directly to the main target, then use
|
|
/// sf::Texture::update(Window&) to copy its contents to a texture
|
|
/// and draw it to the main target using the shader
|
|
///
|
|
/// The first technique is more optimized because it doesn't involve
|
|
/// retrieving the target's pixels to system memory, but the
|
|
/// second one doesn't impact the rendering process and can be
|
|
/// easily inserted anywhere without impacting all the code.
|
|
///
|
|
/// Like sf::Texture that can be used as a raw OpenGL texture,
|
|
/// sf::Shader can also be used directly as a raw shader for
|
|
/// custom OpenGL geometry.
|
|
/// \code
|
|
/// sf::Shader::bind(&shader);
|
|
/// ... render OpenGL geometry ...
|
|
/// sf::Shader::bind(NULL);
|
|
/// \endcode
|
|
///
|
|
/// \see sf::Glsl
|
|
///
|
|
////////////////////////////////////////////////////////////
|