OpenGL_shader.h 2.7 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Wenzel Jacob <wenzel@inf.ethz.ch>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #ifndef IGL_VIEWER_OPENGL_SHADER_H
  9. #define IGL_VIEWER_OPENGL_SHADER_H
  10. #include <igl/igl_inline.h>
  11. #include <string>
  12. #include <Eigen/Core>
  13. #ifdef _WIN32
  14. # include <windows.h>
  15. # undef max
  16. # undef min
  17. # undef DrawText
  18. #endif
  19. /*#ifndef __APPLE__
  20. # define GLEW_STATIC
  21. # include <GL/glew.h>
  22. #endif
  23. #ifdef __APPLE__
  24. # include <OpenGL/gl3.h>
  25. # define __gl_h_ // Prevent inclusion of the old gl.h
  26. #else
  27. # ifdef _WIN32
  28. # include <windows.h>
  29. # endif
  30. # include <GL/gl.h>
  31. #endif*/
  32. #include "../opengl/OpenGL_convenience.h"
  33. namespace igl
  34. {
  35. namespace viewer
  36. {
  37. // This class wraps an OpenGL program composed of three shaders
  38. // TODO: write documentation
  39. class OpenGL_shader
  40. {
  41. public:
  42. typedef unsigned int GLuint;
  43. typedef int GLint;
  44. GLuint vertex_shader;
  45. GLuint fragment_shader;
  46. GLuint geometry_shader;
  47. GLuint program_shader;
  48. IGL_INLINE OpenGL_shader() : vertex_shader(0), fragment_shader(0),
  49. geometry_shader(0), program_shader(0) { }
  50. // Create a new shader from the specified source strings
  51. IGL_INLINE bool init(const std::string &vertex_shader_string,
  52. const std::string &fragment_shader_string,
  53. const std::string &fragment_data_name,
  54. const std::string &geometry_shader_string = "",
  55. int geometry_shader_max_vertices = 3);
  56. // Create a new shader from the specified files on disk
  57. IGL_INLINE bool init_from_files(const std::string &vertex_shader_filename,
  58. const std::string &fragment_shader_filename,
  59. const std::string &fragment_data_name,
  60. const std::string &geometry_shader_filename = "",
  61. int geometry_shader_max_vertices = 3);
  62. // Select this shader for subsequent draw calls
  63. IGL_INLINE void bind();
  64. // Release all OpenGL objects
  65. IGL_INLINE void free();
  66. // Return the OpenGL handle of a named shader attribute (-1 if it does not exist)
  67. IGL_INLINE GLint attrib(const std::string &name) const;
  68. // Return the OpenGL handle of a uniform attribute (-1 if it does not exist)
  69. IGL_INLINE GLint uniform(const std::string &name) const;
  70. // Bind a per-vertex array attribute and refresh its contents from an Eigen amtrix
  71. IGL_INLINE GLint bindVertexAttribArray(const std::string &name, GLuint bufferID,
  72. const Eigen::MatrixXf &M, bool refresh) const;
  73. IGL_INLINE GLuint create_shader_helper(GLint type, const std::string &shader_string);
  74. };
  75. }
  76. }
  77. #ifndef IGL_STATIC_LIBRARY
  78. # include "OpenGL_shader.cpp"
  79. #endif
  80. #endif