AnimTestbed/3rdparty/ozz-animation/samples/framework/internal/shader.h

273 lines
9.9 KiB
C++

//----------------------------------------------------------------------------//
// //
// 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<GLint> uniforms_;
// Varying locations, in the order they were requested.
ozz::vector<GLint> 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<ImmediatePCShader> 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<ImmediatePTCShader> 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 PointsShader : public Shader {
public:
PointsShader() {}
virtual ~PointsShader() {}
// 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<PointsShader> Build();
// Binds the shader.
struct GenericAttrib {
GLint color;
GLint size;
};
GenericAttrib Bind(const math::Float4x4& _model,
const math::Float4x4& _view_proj, GLsizei _pos_stride,
GLsizei _pos_offset, GLsizei _color_stride,
GLsizei _color_offset, GLsizei _size_stride,
GLsizei _size_offset, bool _screen_space);
};
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<JointShader> 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<BoneShader> 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<AmbientShader> 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<AmbientShaderInstanced> 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<AmbientTexturedShader> 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_