88 lines
2 KiB
C++
88 lines
2 KiB
C++
#pragma once
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#include "opengl_global.h"
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#include <string>
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class QOpenGLShaderProgram;
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namespace paysages {
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namespace opengl {
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class OPENGLSHARED_EXPORT OpenGLShaderProgram {
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public:
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OpenGLShaderProgram(const string &name, OpenGLRenderer *renderer);
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~OpenGLShaderProgram();
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void addVertexSource(const string &path);
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void addFragmentSource(const string &path);
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/**
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* Release any allocated resource in the opengl context.
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*
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* Must be called in the opengl rendering thread, and before the destructor is called.
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*/
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void destroy(OpenGLFunctions *functions);
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/**
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* Draw a VertexArray object.
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*
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* This will bind the program (compile it if needed), set the uniform variables, and
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* ask the array object to bind its VAO and render itself.
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*
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* 'state' is optional and may add ponctual variables to the global state.
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*/
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void draw(OpenGLVertexArray *vertices, OpenGLSharedState *state = nullptr, int start = 0, int count = -1);
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/**
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* Check if the program is currently bound to OpenGL context.
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*
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* This does not really check the OpenGL context, just check we are between bind() and release() calls.
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*/
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inline bool isBound() const {
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return bound;
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}
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/**
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* Get the OpenGL ID for this program.
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*/
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unsigned int getId() const;
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inline QOpenGLShaderProgram *getProgram() const {
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return program;
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}
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inline OpenGLFunctions *getFunctions() const {
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return functions;
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}
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inline OpenGLRenderer *getRenderer() const {
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return renderer;
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}
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inline OpenGLSharedState *getState() const {
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return state;
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}
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protected:
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friend class OpenGLVariable;
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private:
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bool bind(OpenGLSharedState *state = nullptr);
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void release();
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void compile();
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bool compiled;
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bool bound;
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OpenGLRenderer *renderer;
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string name;
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QOpenGLShaderProgram *program;
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OpenGLFunctions *functions;
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OpenGLSharedState *state;
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string source_vertex;
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string source_fragment;
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};
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}
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}
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