//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // Permission is hereby granted, free of charge, to any person obtaining a // // copy of this software and associated documentation files (the "Software"), // // to deal in the Software without restriction, including without limitation // // the rights to use, copy, modify, merge, publish, distribute, sublicense, // // and/or sell copies of the Software, and to permit persons to whom the // // Software is furnished to do so, subject to the following conditions: // // // // The above copyright notice and this permission notice shall be included in // // all copies or substantial portions of the Software. // // // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL // // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER // // DEALINGS IN THE SOFTWARE. // // // //----------------------------------------------------------------------------// #ifndef OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHADER_H_ #define OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHADER_H_ #include "ozz/base/memory/unique_ptr.h" #include "renderer_impl.h" namespace ozz { namespace math { struct Float4x4; } namespace sample { namespace internal { // Declares a shader program. class Shader { public: // Construct a fixed function pipeline shader. Use Shader::Build to specify // shader sources. Shader(); // Destruct a shader. virtual ~Shader(); // Returns the shader program that can be bound to the OpenGL context. GLuint program() const { return program_; } // Request an uniform location and pushes it to the uniform stack. // The uniform location is then accessible thought uniform(). bool BindUniform(const char* _semantic); // Get an uniform location from the stack at index _index. GLint uniform(int _index) const { return uniforms_[_index]; } // Request an attribute location and pushes it to the uniform stack. // The varying location is then accessible thought attrib(). bool FindAttrib(const char* _semantic); // Get an varying location from the stack at index _index. GLint attrib(int _index) const { return attribs_[_index]; } // Unblind shader. virtual void Unbind(); protected: // Constructs a shader from _vertex and _fragment glsl sources. // Mutliple source files can be specified using the *count argument. bool BuildFromSource(int _vertex_count, const char** _vertex, int _fragment_count, const char** _fragment); private: // Unbind all attribs from GL. void UnbindAttribs(); // Shader program GLuint program_; // Vertex and fragment shaders GLuint vertex_; GLuint fragment_; // Uniform locations, in the order they were requested. ozz::vector uniforms_; // Varying locations, in the order they were requested. ozz::vector attribs_; }; class ImmediatePCShader : public Shader { public: ImmediatePCShader() {} virtual ~ImmediatePCShader() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); // Binds the shader. void Bind(const math::Float4x4& _model, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _color_stride, GLsizei _color_offset); }; class ImmediatePTCShader : public Shader { public: ImmediatePTCShader() {} virtual ~ImmediatePTCShader() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); // Binds the shader. void Bind(const math::Float4x4& _model, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _tex_stride, GLsizei _tex_offset, GLsizei _color_stride, GLsizei _color_offset); }; class SkeletonShader : public Shader { public: SkeletonShader() {} virtual ~SkeletonShader() {} // Binds the shader. void Bind(const math::Float4x4& _model, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _normal_stride, GLsizei _normal_offset, GLsizei _color_stride, GLsizei _color_offset); // Get an attribute location for the join, in cased of instanced rendering. GLint joint_instanced_attrib() const { return attrib(3); } // Get an uniform location for the join, in cased of non-instanced rendering. GLint joint_uniform() const { return uniform(1); } }; class JointShader : public SkeletonShader { public: JointShader() {} virtual ~JointShader() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); }; class BoneShader : public SkeletonShader { public: BoneShader() {} virtual ~BoneShader() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); }; class AmbientShader : public Shader { public: AmbientShader() {} virtual ~AmbientShader() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); // Binds the shader. void Bind(const math::Float4x4& _model, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _normal_stride, GLsizei _normal_offset, GLsizei _color_stride, GLsizei _color_offset); protected: bool InternalBuild(int _vertex_count, const char** _vertex, int _fragment_count, const char** _fragment); }; class AmbientShaderInstanced : public Shader { public: AmbientShaderInstanced() {} virtual ~AmbientShaderInstanced() {} // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); // Binds the shader. void Bind(GLsizei _models_offset, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _normal_stride, GLsizei _normal_offset, GLsizei _color_stride, GLsizei _color_offset); virtual void Unbind(); }; class AmbientTexturedShader : public AmbientShader { public: // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static ozz::unique_ptr Build(); // Binds the shader. void Bind(const math::Float4x4& _model, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _normal_stride, GLsizei _normal_offset, GLsizei _color_stride, GLsizei _color_offset, GLsizei _uv_stride, GLsizei _uv_offset); }; /* class AmbientTexturedShaderInstanced : public AmbientShaderInstanced { public: // Constructs the shader. // Returns nullptr if shader compilation failed or a valid Shader pointer on // success. The shader must then be deleted using default allocator Delete // function. static AmbientTexturedShaderInstanced* Build(); // Binds the shader. void Bind(GLsizei _models_offset, const math::Float4x4& _view_proj, GLsizei _pos_stride, GLsizei _pos_offset, GLsizei _normal_stride, GLsizei _normal_offset, GLsizei _color_stride, GLsizei _color_offset, GLsizei _uv_stride, GLsizei _uv_offset); }; */ } // namespace internal } // namespace sample } // namespace ozz #endif // OZZ_SAMPLES_FRAMEWORK_INTERNAL_SHADER_H_