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include/cinder/gl/GlslProg.h

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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