00001 /* 00002 Copyright (c) 2010, The Barbarian Group 00003 All rights reserved. 00004 00005 Redistribution and use in source and binary forms, with or without modification, are permitted provided that 00006 the following conditions are met: 00007 00008 * Redistributions of source code must retain the above copyright notice, this list of conditions and 00009 the following disclaimer. 00010 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and 00011 the following disclaimer in the documentation and/or other materials provided with the distribution. 00012 00013 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED 00014 WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 00015 PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR 00016 ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED 00017 TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 00018 HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 00019 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00020 POSSIBILITY OF SUCH DAMAGE. 00021 */ 00022 00023 #pragma once 00024 00025 #include <string> 00026 #include <sstream> 00027 #include <iostream> 00028 #include <fstream> 00029 #include <exception> 00030 #include <map> 00031 00032 #include "cinder/gl/gl.h" 00033 #include "cinder/Vector.h" 00034 #include "cinder/Matrix.h" 00035 #include "cinder/DataSource.h" 00036 00037 namespace cinder { namespace gl { 00038 00039 class GlslProg { 00040 public: 00041 GlslProg() {} 00042 GlslProg( DataSourceRef vertexShader, DataSourceRef fragmentShader = DataSourceRef(), DataSourceRef geometryShader = DataSourceRef() ); 00043 GlslProg( const char *vertexShader, const char *fragmentShader = 0, const char *geometryShader = 0 ); 00044 00045 void bind() const; 00046 static void unbind(); 00047 00048 GLuint getHandle() const { return mObj->mHandle; } 00049 00050 void uniform( const std::string &name, int data ); 00051 void uniform( const std::string &name, float data ); 00052 void uniform( const std::string &name, const Vec2f &data ); 00053 void uniform( const std::string &name, const Vec3f &data ); 00054 void uniform( const std::string &name, const Matrix44f &data, bool transpose = false ); 00055 00056 GLint getUniformLocation( const std::string &name ); 00057 GLint getAttribLocation( const std::string &name ); 00058 00059 std::string getShaderLog( GLuint handle ) const; 00060 00061 protected: 00062 void loadShader( Buffer shaderSourceBuffer, GLint shaderType ); 00063 void loadShader( const char *shaderSource, GLint shaderType ); 00064 void attachShaders(); 00065 void link(); 00066 00067 struct Obj { 00068 Obj() : mHandle( 0 ) {} 00069 ~Obj(); 00070 00071 GLuint mHandle; 00072 std::map<std::string,int> mUniformLocs; 00073 }; 00074 00075 shared_ptr<Obj> mObj; 00076 00077 public: 00079 00080 typedef shared_ptr<Obj> GlslProg::*unspecified_bool_type; 00081 operator unspecified_bool_type() { return ( mObj.get() == 0 ) ? 0 : &GlslProg::mObj; } 00082 void reset() { mObj.reset(); } 00084 }; 00085 00086 class GlslProgCompileExc : public std::exception { 00087 public: 00088 GlslProgCompileExc( const std::string &log, GLint aShaderType ) throw(); 00089 virtual const char* what() const throw() 00090 { 00091 return mMessage; 00092 } 00093 00094 private: 00095 char mMessage[16001]; 00096 GLint mShaderType; 00097 }; 00098 00099 class GlslNullProgramExc : public std::exception { 00100 public: 00101 virtual const char* what() const throw() 00102 { 00103 return "Glsl: Attempt to use null shader"; 00104 } 00105 00106 }; 00107 00108 } } // namespace cinder::gl