74 lines
2.0 KiB
C++
74 lines
2.0 KiB
C++
// Utility code for loading GLSL shaders.
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// Has support for auto-reload, see glsl_refresh
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#ifndef _RENDER_UTIL
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#define _RENDER_UTIL
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#include <map>
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#include <time.h>
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#include "gfx/gl_lost_manager.h"
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#include "gfx/gl_common.h"
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// Represent a compiled and linked vshader/fshader pair.
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// A just-constructed object is valid but cannot be used as a shader program, meaning that
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// yes, you can declare these as globals if you like.
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struct GLSLProgram : public GfxResourceHolder {
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char name[16];
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char vshader_filename[256];
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char fshader_filename[256];
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const char *vshader_source;
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const char *fshader_source;
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time_t vshader_mtime;
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time_t fshader_mtime;
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// Locations to some common uniforms. Hardcoded for speed.
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GLint sampler0;
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GLint sampler1;
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GLint u_worldviewproj;
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GLint u_world;
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GLint u_viewproj;
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GLint u_fog; // rgb = color, a = density
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GLint u_sundir;
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GLint u_camerapos;
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GLint a_position;
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GLint a_color;
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GLint a_normal;
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GLint a_texcoord0;
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GLint a_texcoord1;
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// Private to the implementation, do not touch
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GLuint vsh_;
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GLuint fsh_;
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GLuint program_;
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void GLLost();
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};
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// C API, old skool
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// From files (VFS)
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GLSLProgram *glsl_create(const char *vshader_file, const char *fshader_file);
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// Directly from source code
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GLSLProgram *glsl_create_source(const char *vshader_src, const char *fshader_src);
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void glsl_destroy(GLSLProgram *program);
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// If recompilation of the program fails, the program is untouched and error messages
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// are logged and the function returns false.
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bool glsl_recompile(GLSLProgram *program);
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void glsl_bind(const GLSLProgram *program);
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void glsl_unbind();
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int glsl_attrib_loc(const GLSLProgram *program, const char *name);
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int glsl_uniform_loc(const GLSLProgram *program, const char *name);
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// Expensive, try to only call this once per second or so and only when developing.
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// fstat-s all the source files of all the shaders to see if they
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// should be recompiled, and recompiles them if so.
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void glsl_refresh();
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// Use glUseProgramObjectARB(NULL); to unset.
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#endif // _RENDER_UTIL
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