OpenGL_shader.h 2.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100
  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. #endif
  18. #ifndef __APPLE__
  19. # define GLEW_STATIC
  20. # include <GL/glew.h>
  21. #endif
  22. #ifdef __APPLE__
  23. # include <OpenGL/gl3.h>
  24. # define __gl_h_ /* Prevent inclusion of the old gl.h */
  25. #else
  26. # ifdef _WIN32
  27. # include <windows.h>
  28. # endif
  29. # include <GL/gl.h>
  30. #endif
  31. namespace igl
  32. {
  33. namespace viewer
  34. {
  35. // This class wraps an OpenGL program composed of three shaders
  36. // TODO: write documentation
  37. class OpenGL_shader
  38. {
  39. public:
  40. typedef unsigned int GLuint;
  41. typedef int GLint;
  42. GLuint vertex_shader;
  43. GLuint fragment_shader;
  44. GLuint geometry_shader;
  45. GLuint program_shader;
  46. IGL_INLINE OpenGL_shader() : vertex_shader(0), fragment_shader(0),
  47. geometry_shader(0), program_shader(0) { }
  48. // Create a new shader from the specified source strings
  49. IGL_INLINE bool init(const std::string &vertex_shader_string,
  50. const std::string &fragment_shader_string,
  51. const std::string &fragment_data_name,
  52. const std::string &geometry_shader_string = "",
  53. int geometry_shader_max_vertices = 3);
  54. // Create a new shader from the specified files on disk
  55. IGL_INLINE bool init_from_files(const std::string &vertex_shader_filename,
  56. const std::string &fragment_shader_filename,
  57. const std::string &fragment_data_name,
  58. const std::string &geometry_shader_filename = "",
  59. int geometry_shader_max_vertices = 3);
  60. // Select this shader for subsequent draw calls
  61. IGL_INLINE void bind();
  62. // Release all OpenGL objects
  63. IGL_INLINE void free();
  64. // Return the OpenGL handle of a named shader attribute (-1 if it does not exist)
  65. IGL_INLINE GLint attrib(const std::string &name) const;
  66. // Return the OpenGL handle of a uniform attribute (-1 if it does not exist)
  67. IGL_INLINE GLint uniform(const std::string &name) const;
  68. // Bind a per-vertex array attribute and refresh its contents from an Eigen amtrix
  69. IGL_INLINE GLint bindVertexAttribArray(const std::string &name, GLuint bufferID,
  70. const Eigen::MatrixXf &M, bool refresh) const;
  71. IGL_INLINE GLuint create_shader_helper(GLint type, const std::string &shader_string);
  72. };
  73. }
  74. }
  75. #ifndef IGL_STATIC_LIBRARY
  76. # include "OpenGL_shader.cpp"
  77. #endif
  78. #endif