ES-DE/es-core/src/renderers/Shader_GL21.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Shader_GL21.h
//
// OpenGL 2.1 GLSL shader functions.
//
#ifndef ES_CORE_RENDERER_SHADER_GL21_H
#define ES_CORE_RENDERER_SHADER_GL21_H
#define GL_GLEXT_PROTOTYPES
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#include "math/Transform4x4f.h"
#if defined(_WIN64)
#include <GL/glew.h>
#endif
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <array>
#include <string>
#include <vector>
namespace Renderer
{
class Shader
{
public:
Shader();
~Shader();
// Loads the shader source code only, no compilation done at this point.
void loadShaderFile(const std::string& path, GLenum shaderType);
// Compilation, shader attachment and linking.
bool createProgram();
// Only used for a clean shutdown.
void deleteProgram(GLuint programID);
// Get references to the variables inside the compiled shaders.
void getVariableLocations(GLuint programID);
// One-way communication with the compiled shaders.
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void setModelViewProjectionMatrix(Transform4x4f mvpMatrix);
void setTextureSize(std::array<GLfloat, 2> shaderVec2);
void setTextureCoordinates(std::array<GLfloat, 4> shaderVec4);
void setColor(std::array<GLfloat, 4> shaderVec4);
void setSaturation(GLfloat saturation);
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void setOpacity(GLfloat opacity);
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void setDimValue(GLfloat dimValue);
// Sets the shader program to use the loaded shaders.
void activateShaders();
// Sets the shader program to 0 which reverts to the fixed function pipeline.
void deactivateShaders();
// Returns the program ID that was generated by glCreateProgram().
GLuint getProgramID();
// Only used for error logging if the shaders fail to compile or link.
void printProgramInfoLog(GLuint programID);
void printShaderInfoLog(GLuint shaderID, GLenum shaderType);
private:
GLuint mProgramID;
std::vector<std::tuple<std::string, std::string, GLenum>> shaderVector;
// Variables used for communication with the compiled shaders.
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GLint shaderMVPMatrix;
GLint shaderTextureSize;
GLint shaderTextureCoord;
GLint shaderColor;
GLint shaderSaturation;
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GLint shaderOpacity;
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GLint shaderDimValue;
};
} // Renderer
#endif // ES_CORE_RENDERER_SHADER_GL21_H