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- #ifndef IGL_OPENGL_SHADER_H
- #define IGL_OPENGL_SHADER_H
- #include <igl/igl_inline.h>
- namespace igl
- {
- class OpenGL_shader
- {
- public:
- typedef unsigned int GLuint;
- typedef int GLint;
- GLuint vertex_shader;
- GLuint fragment_shader;
- GLuint geometry_shader;
- GLuint program_shader;
- IGL_INLINE OpenGL_shader() : vertex_shader(0), fragment_shader(0),
- geometry_shader(0), program_shader(0) { }
- // Create a new shader from the specified source strings
- IGL_INLINE bool init(const std::string &vertex_shader_string,
- const std::string &fragment_shader_string,
- const std::string &fragment_data_name,
- const std::string &geometry_shader_string = "",
- int geometry_shader_max_vertices = 3);
- // Create a new shader from the specified files on disk
- IGL_INLINE bool init_from_files(const std::string &vertex_shader_filename,
- const std::string &fragment_shader_filename,
- const std::string &fragment_data_name,
- const std::string &geometry_shader_filename = "",
- int geometry_shader_max_vertices = 3);
- // Select this shader for subsequent draw calls
- IGL_INLINE void bind();
- // Release all OpenGL objects
- IGL_INLINE void free();
- // Return the OpenGL handle of a named shader attribute (-1 if it does not exist)
- IGL_INLINE GLint attrib(const std::string &name) const;
- // Return the OpenGL handle of a uniform attribute (-1 if it does not exist)
- IGL_INLINE GLint uniform(const std::string &name) const;
- // Bind a per-vertex array attribute and refresh its contents from an Eigen amtrix
- IGL_INLINE GLint bindVertexAttribArray(const std::string &name, GLuint bufferID,
- const Eigen::MatrixXf &M, bool refresh) const;
- IGL_INLINE GLuint create_shader_helper(GLint type, const std::string &shader_string);
- };
- }
- #ifndef IGL_STATIC_LIBRARY
- # include "OpenGL_shader.cpp"
- #endif
- #endif
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