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Shaders.h
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156 lines (137 loc) · 4.29 KB
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/*
Copyright (C) 2011 MoSync AB
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License,
version 2, as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
*/
#ifndef SHADERS_H_
#define SHADERS_H_
#include <GLES2/gl2.h>
/**
* \brief, base class for Shader
*/
class Shader
{
public:
/**
* \brief ~Shader, Destuctor
*/
virtual ~Shader(){}
/**
* \brief init, initiate loads shader and setsup each parameter locations
*/
virtual void init() = 0; // initiate loads shader
};
/**
* \brief BarShader class, Shader class for holding its specific parameters.
*/
struct BarShader : public Shader
{
/**
* \brief BarShader, Constructor
*/
BarShader() {} // NOTE common problem do not initiate in constr.
/**
* \brief ~BarShader, Destructor
*/
virtual ~BarShader(){}
GLuint mShader; // shader for bars
GLuint mAttribVtxLoc; // Attribute to the vertex shader of vpos location
GLuint mTimeLoc; // time tick variable for shaders (fragment)
GLuint mResolutionLoc; // screen resulution
GLuint mMatrixPVW; // Shader Perspective Projection
GLuint mTPos; // Translate position
GLuint mScaleV; // Scale vector of bars. its height...
GLuint mColor; // individual color of a bar.
GLuint mElementbuffer; // Element buffer holding the index buffer for bars
GLuint mVertexbuffer; // Vertex buffer for bars. (cube)
/**
* \brief, init, initiate loads shader and setsup each parameter locations
*/
virtual void init();
};
/**
* \brief LineShader class
*/
struct LineShader : public Shader
{
/**
* \brief LineShader, Constructor
*/
LineShader() {}
/**
* \brief ~LineShader, Destructor
*/
virtual ~LineShader(){}
// Line location parameters
GLuint mShader; // shader for bars
GLuint mAttribVtxLoc; // Attribute to the vertex shader of vpos location
GLuint mTimeLoc; // time tick variable for shaders (fragment)
GLuint mResolutionLoc; // screen resulution
GLuint mMatrixPVW; // Shader Perspective * View * World
GLuint mTPos; // Translation position
GLuint mScaleV; // Scale vector of bars. its height...
GLuint mColor; // individual color of a bar.
GLuint mLength; // Shader Line Length (line scales up 0..LineLength)
GLuint mVertexbuffer[3]; // Vertex buffer for Axis aligned lines. (world)
/**
* \brief, init, initiate loads shader and setsup each parameter locations
*/
virtual void init();
};
/**
* \brief TextShader class
*/
struct TextShader : public Shader
{
/**
* \brief TextShader, Constructor
*/
TextShader() {}
/**
* \brief ~TextShader, Destructor
*/
virtual ~TextShader(){}
GLuint mShader; // shader for Text
GLuint mAttribVtxLoc; // Attribute to the vertex shader of vpos location
GLuint mTimeLoc; // time tick variable for shaders (fragment)
GLuint mResolutionLoc; // screen resulution
GLuint mMatrixPVW; // Shader Perspective Projection
GLuint mTPos; // Translation position
GLuint mScaleV; // Scale vector of bars. its height...
GLuint mColor; // individual color of a Text.
GLuint mTexture; // Texture for the font
/**
* \brief, init, initiate loads shader and setsup each parameter locations
*/
virtual void init();
};
// Helper functions for common use.
/**
* \brief checkGLError, checks basic gl error message.
* @param where, input string from the system
*/
void checkGLError(const char* where); // Common GL error handling
/**
* \brief loadShader, load shader function
* @param shaderSrc
* @param type
* @return
*/
GLuint loadShader(const char *shaderSrc, GLenum type); // Loads one type of shader
/**
* \brief loadShaders, mother function that handles both vertex and fragment shader.
* @param shader_vtx
* @param shader_frg
* @return
*/
GLuint loadShaders(const char *shader_vtx, const char *shader_frg); // Loads both vertex and fragment shader
#endif /* SHADERS_H_ */