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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef SHADER_H
#define SHADER_H
#include "foundation/PxVec3.h"
#include "foundation/PxMat33.h"
#include "foundation/PxTransform.h"
#include <GL/glew.h>
#include <map>
#include <vector>
#include <string>
using namespace physx;
#define STRINGIFY(A) #A
// ----------------------------------------------------------------------------------
struct ShaderMaterial
{
void init(unsigned int texId = 0) {
this->texId = texId;
ambientCoeff = 0.0f;
diffuseCoeff = 1.0f;
specularCoeff = 0.0f;
reflectionCoeff = 0.0f;
refractionCoeff = 0.0f;
shadowCoeff = 0.0f;
color[0] = 1.0f; color[1] = 1.0f; color[2] = 1.0f; color[3] = 1.0f;
}
void setColor(float r, float g, float b, float a = 1.0f) {
color[0] = r; color[1] = g; color[2] = b; color[3] = a;
}
bool operator == (const ShaderMaterial &m) const {
if (texId != m.texId) return false;
if (color[0] != m.color[0] || color[1] != m.color[1] || color[2] != m.color[2] || color[3] != m.color[3]) return false;
return true;
}
unsigned int texId;
float color[4];
float ambientCoeff;
float diffuseCoeff;
float specularCoeff;
float reflectionCoeff;
float refractionCoeff;
float shadowCoeff;
};
// ----------------------------------------------------------------------------------
class Shader
{
public:
Shader();
virtual ~Shader();
bool isValid();
virtual void activate();
virtual void activate(const ShaderMaterial &mat);
virtual void deactivate();
operator GLuint ()
{
return mShaderProgram;
}
const std::string &getErrorMessage() { return mErrorMessage; }
GLuint getShaderProgram() {return mShaderProgram;}
//protected:
bool loadShaders(const char* vertexShaderFile, const char* fragmentShaderFile);
bool loadShaders(const char* vertexShaderFile, const char* geometryShaderFile, const char* fragmentShaderFile);
bool loadShaderCode(const char* vertexShaderCode, const char* fragmentShaderCode);
bool loadShaderCode(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
void deleteShaders();
bool compileShaders();
void getCompileError(GLuint shader);
void getLinkError(GLuint shader);
void findVariables();
void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);
GLuint mShaderProgram;
GLuint mVertexShader;
GLuint mGeometryShader;
GLuint mFragmentShader;
GLuint mGlShaderAttributes;
char* mVertexShaderSource;
int mVertexShaderSourceLength;
char* mGeometryShaderSource;
int mGeometryShaderSourceLength;
char* mFragmentShaderSource;
int mFragmentShaderSourceLength;
struct UniformVariable
{
GLint size;
GLenum type;
GLint index;
};
struct AttributeVariable
{
GLint size;
GLenum type;
GLint index;
};
enum glShaderAttribute
{
gl_VERTEX = (1 << 0),
gl_NORMAL = (1 << 1),
gl_COLOR = (1 << 2),
gl_TEXTURE = (1 << 3),
};
typedef std::map<std::string, UniformVariable> tUniforms;
tUniforms mUniforms;
typedef std::map<std::string, AttributeVariable> tAttributes;
tAttributes mAttributes;
std::string mErrorMessage;
public:
virtual bool setUniform(const char* name, const PxMat33& value);
virtual bool setUniform(const char* name, const PxTransform& value);
virtual bool setUniform(const char *name, PxU32 size, const PxVec3* value);
virtual bool setUniform1(const char* name, float val);
virtual bool setUniform2(const char* name, float val0, float val1);
virtual bool setUniform3(const char* name, float val0, float val1, float val2);
virtual bool setUniform4(const char* name, float val0, float val1, float val2, float val3);
virtual bool setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count=1);
virtual bool setUniform(const char* name, float value);
virtual bool setUniform(const char* name, int value);
virtual bool setUniformMatrix4fv(const GLchar *name, const GLfloat *m, bool transpose);
virtual GLint getUniformCommon(const char* name);
virtual bool setAttribute(const char* name, PxU32 size, PxU32 stride, GLenum type, void* data);
bool loadFile(const char* filename, char*& destination, int& destinationLength);
};
#endif
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