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							| @@ -0,0 +1,875 @@ | ||||
| //////////////////////////////////////////////////////////// | ||||
| // | ||||
| // SFML - Simple and Fast Multimedia Library | ||||
| // Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org) | ||||
| // | ||||
| // This software is provided 'as-is', without any express or implied warranty. | ||||
| // In no event will the authors be held liable for any damages arising from the use of this software. | ||||
| // | ||||
| // Permission is granted to anyone to use this software for any purpose, | ||||
| // including commercial applications, and to alter it and redistribute it freely, | ||||
| // subject to the following restrictions: | ||||
| // | ||||
| // 1. The origin of this software must not be misrepresented; | ||||
| //    you must not claim that you wrote the original software. | ||||
| //    If you use this software in a product, an acknowledgment | ||||
| //    in the product documentation would be appreciated but is not required. | ||||
| // | ||||
| // 2. Altered source versions must be plainly marked as such, | ||||
| //    and must not be misrepresented as being the original software. | ||||
| // | ||||
| // 3. This notice may not be removed or altered from any source distribution. | ||||
| // | ||||
| //////////////////////////////////////////////////////////// | ||||
|  | ||||
| #ifndef SFML_SHADER_HPP | ||||
| #define SFML_SHADER_HPP | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| // Headers | ||||
| //////////////////////////////////////////////////////////// | ||||
| #include <SFML/Graphics/Export.hpp> | ||||
| #include <SFML/Graphics/Glsl.hpp> | ||||
| #include <SFML/Window/GlResource.hpp> | ||||
| #include <SFML/System/NonCopyable.hpp> | ||||
| #include <SFML/System/Vector2.hpp> | ||||
| #include <SFML/System/Vector3.hpp> | ||||
| #include <map> | ||||
| #include <string> | ||||
|  | ||||
|  | ||||
| namespace sf | ||||
| { | ||||
| class Color; | ||||
| class InputStream; | ||||
| class Texture; | ||||
| class Transform; | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \brief Shader class (vertex, geometry and fragment) | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
| class SFML_GRAPHICS_API Shader : GlResource, NonCopyable | ||||
| { | ||||
| public: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Types of shaders | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     enum Type | ||||
|     { | ||||
|         Vertex,   ///< %Vertex shader | ||||
|         Geometry, ///< Geometry shader | ||||
|         Fragment  ///< Fragment (pixel) shader | ||||
|     }; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Special type that can be passed to setUniform(), | ||||
|     ///        and that represents the texture of the object being drawn | ||||
|     /// | ||||
|     /// \see setUniform(const std::string&, CurrentTextureType) | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     struct CurrentTextureType {}; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Represents the texture of the object being drawn | ||||
|     /// | ||||
|     /// \see setUniform(const std::string&, CurrentTextureType) | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     static CurrentTextureType CurrentTexture; | ||||
|  | ||||
| public: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Default constructor | ||||
|     /// | ||||
|     /// This constructor creates an invalid shader. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     Shader(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Destructor | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     ~Shader(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry or fragment shader from a file | ||||
|     /// | ||||
|     /// This function loads a single shader, vertex, geometry or | ||||
|     /// fragment, identified by the second argument. | ||||
|     /// The source must be a text file containing a valid | ||||
|     /// shader in GLSL language. GLSL is a C-like language | ||||
|     /// dedicated to OpenGL shaders; you'll probably need to | ||||
|     /// read a good documentation for it before writing your | ||||
|     /// own shaders. | ||||
|     /// | ||||
|     /// \param filename Path of the vertex, geometry or fragment shader file to load | ||||
|     /// \param type     Type of shader (vertex, geometry or fragment) | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromMemory, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromFile(const std::string& filename, Type type); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load both the vertex and fragment shaders from files | ||||
|     /// | ||||
|     /// This function loads both the vertex and the fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The sources must be text files containing valid shaders | ||||
|     /// in GLSL language. GLSL is a C-like language dedicated to | ||||
|     /// OpenGL shaders; you'll probably need to read a good documentation | ||||
|     /// for it before writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShaderFilename   Path of the vertex shader file to load | ||||
|     /// \param fragmentShaderFilename Path of the fragment shader file to load | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromMemory, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry and fragment shaders from files | ||||
|     /// | ||||
|     /// This function loads the vertex, geometry and fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The sources must be text files containing valid shaders | ||||
|     /// in GLSL language. GLSL is a C-like language dedicated to | ||||
|     /// OpenGL shaders; you'll probably need to read a good documentation | ||||
|     /// for it before writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShaderFilename   Path of the vertex shader file to load | ||||
|     /// \param geometryShaderFilename Path of the geometry shader file to load | ||||
|     /// \param fragmentShaderFilename Path of the fragment shader file to load | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromMemory, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry or fragment shader from a source code in memory | ||||
|     /// | ||||
|     /// This function loads a single shader, vertex, geometry | ||||
|     /// or fragment, identified by the second argument. | ||||
|     /// The source code must be a valid shader in GLSL language. | ||||
|     /// GLSL is a C-like language dedicated to OpenGL shaders; | ||||
|     /// you'll probably need to read a good documentation for | ||||
|     /// it before writing your own shaders. | ||||
|     /// | ||||
|     /// \param shader String containing the source code of the shader | ||||
|     /// \param type   Type of shader (vertex, geometry or fragment) | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromMemory(const std::string& shader, Type type); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load both the vertex and fragment shaders from source codes in memory | ||||
|     /// | ||||
|     /// This function loads both the vertex and the fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The sources must be valid shaders in GLSL language. GLSL is | ||||
|     /// a C-like language dedicated to OpenGL shaders; you'll | ||||
|     /// probably need to read a good documentation for it before | ||||
|     /// writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShader   String containing the source code of the vertex shader | ||||
|     /// \param fragmentShader String containing the source code of the fragment shader | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry and fragment shaders from source codes in memory | ||||
|     /// | ||||
|     /// This function loads the vertex, geometry and fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The sources must be valid shaders in GLSL language. GLSL is | ||||
|     /// a C-like language dedicated to OpenGL shaders; you'll | ||||
|     /// probably need to read a good documentation for it before | ||||
|     /// writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShader   String containing the source code of the vertex shader | ||||
|     /// \param geometryShader String containing the source code of the geometry shader | ||||
|     /// \param fragmentShader String containing the source code of the fragment shader | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromStream | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry or fragment shader from a custom stream | ||||
|     /// | ||||
|     /// This function loads a single shader, vertex, geometry | ||||
|     /// or fragment, identified by the second argument. | ||||
|     /// The source code must be a valid shader in GLSL language. | ||||
|     /// GLSL is a C-like language dedicated to OpenGL shaders; | ||||
|     /// you'll probably need to read a good documentation for it | ||||
|     /// before writing your own shaders. | ||||
|     /// | ||||
|     /// \param stream Source stream to read from | ||||
|     /// \param type   Type of shader (vertex, geometry or fragment) | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromMemory | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromStream(InputStream& stream, Type type); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load both the vertex and fragment shaders from custom streams | ||||
|     /// | ||||
|     /// This function loads both the vertex and the fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The source codes must be valid shaders in GLSL language. | ||||
|     /// GLSL is a C-like language dedicated to OpenGL shaders; | ||||
|     /// you'll probably need to read a good documentation for | ||||
|     /// it before writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShaderStream   Source stream to read the vertex shader from | ||||
|     /// \param fragmentShaderStream Source stream to read the fragment shader from | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromMemory | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Load the vertex, geometry and fragment shaders from custom streams | ||||
|     /// | ||||
|     /// This function loads the vertex, geometry and fragment | ||||
|     /// shaders. If one of them fails to load, the shader is left | ||||
|     /// empty (the valid shader is unloaded). | ||||
|     /// The source codes must be valid shaders in GLSL language. | ||||
|     /// GLSL is a C-like language dedicated to OpenGL shaders; | ||||
|     /// you'll probably need to read a good documentation for | ||||
|     /// it before writing your own shaders. | ||||
|     /// | ||||
|     /// \param vertexShaderStream   Source stream to read the vertex shader from | ||||
|     /// \param geometryShaderStream Source stream to read the geometry shader from | ||||
|     /// \param fragmentShaderStream Source stream to read the fragment shader from | ||||
|     /// | ||||
|     /// \return True if loading succeeded, false if it failed | ||||
|     /// | ||||
|     /// \see loadFromFile, loadFromMemory | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p float uniform | ||||
|     /// | ||||
|     /// \param name Name of the uniform variable in GLSL | ||||
|     /// \param x    Value of the float scalar | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, float x); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p vec2 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the vec2 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Vec2& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p vec3 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the vec3 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Vec3& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p vec4 uniform | ||||
|     /// | ||||
|     /// This overload can also be called with sf::Color objects | ||||
|     /// that are converted to sf::Glsl::Vec4. | ||||
|     /// | ||||
|     /// It is important to note that the components of the color are | ||||
|     /// normalized before being passed to the shader. Therefore, | ||||
|     /// they are converted from range [0 .. 255] to range [0 .. 1]. | ||||
|     /// For example, a sf::Color(255, 127, 0, 255) will be transformed | ||||
|     /// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader. | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the vec4 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Vec4& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p int uniform | ||||
|     /// | ||||
|     /// \param name Name of the uniform variable in GLSL | ||||
|     /// \param x    Value of the int scalar | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, int x); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p ivec2 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the ivec2 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Ivec2& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p ivec3 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the ivec3 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Ivec3& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p ivec4 uniform | ||||
|     /// | ||||
|     /// This overload can also be called with sf::Color objects | ||||
|     /// that are converted to sf::Glsl::Ivec4. | ||||
|     /// | ||||
|     /// If color conversions are used, the ivec4 uniform in GLSL | ||||
|     /// will hold the same values as the original sf::Color | ||||
|     /// instance. For example, sf::Color(255, 127, 0, 255) is | ||||
|     /// mapped to ivec4(255, 127, 0, 255). | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the ivec4 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Ivec4& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p bool uniform | ||||
|     /// | ||||
|     /// \param name Name of the uniform variable in GLSL | ||||
|     /// \param x    Value of the bool scalar | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, bool x); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p bvec2 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the bvec2 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Bvec2& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p bvec3 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the bvec3 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Bvec3& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p bvec4 uniform | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param vector Value of the bvec4 vector | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Bvec4& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p mat3 matrix | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param matrix Value of the mat3 matrix | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Mat3& matrix); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify value for \p mat4 matrix | ||||
|     /// | ||||
|     /// \param name   Name of the uniform variable in GLSL | ||||
|     /// \param matrix Value of the mat4 matrix | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Glsl::Mat4& matrix); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify a texture as \p sampler2D uniform | ||||
|     /// | ||||
|     /// \a name is the name of the variable to change in the shader. | ||||
|     /// The corresponding parameter in the shader must be a 2D texture | ||||
|     /// (\p sampler2D GLSL type). | ||||
|     /// | ||||
|     /// Example: | ||||
|     /// \code | ||||
|     /// uniform sampler2D the_texture; // this is the variable in the shader | ||||
|     /// \endcode | ||||
|     /// \code | ||||
|     /// sf::Texture texture; | ||||
|     /// ... | ||||
|     /// shader.setUniform("the_texture", texture); | ||||
|     /// \endcode | ||||
|     /// It is important to note that \a texture must remain alive as long | ||||
|     /// as the shader uses it, no copy is made internally. | ||||
|     /// | ||||
|     /// To use the texture of the object being drawn, which cannot be | ||||
|     /// known in advance, you can pass the special value | ||||
|     /// sf::Shader::CurrentTexture: | ||||
|     /// \code | ||||
|     /// shader.setUniform("the_texture", sf::Shader::CurrentTexture). | ||||
|     /// \endcode | ||||
|     /// | ||||
|     /// \param name    Name of the texture in the shader | ||||
|     /// \param texture Texture to assign | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, const Texture& texture); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify current texture as \p sampler2D uniform | ||||
|     /// | ||||
|     /// This overload maps a shader texture variable to the | ||||
|     /// texture of the object being drawn, which cannot be | ||||
|     /// known in advance. The second argument must be | ||||
|     /// sf::Shader::CurrentTexture. | ||||
|     /// The corresponding parameter in the shader must be a 2D texture | ||||
|     /// (\p sampler2D GLSL type). | ||||
|     /// | ||||
|     /// Example: | ||||
|     /// \code | ||||
|     /// uniform sampler2D current; // this is the variable in the shader | ||||
|     /// \endcode | ||||
|     /// \code | ||||
|     /// shader.setUniform("current", sf::Shader::CurrentTexture); | ||||
|     /// \endcode | ||||
|     /// | ||||
|     /// \param name Name of the texture in the shader | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniform(const std::string& name, CurrentTextureType); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p float[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param scalarArray pointer to array of \p float values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const float* scalarArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p vec2[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param vectorArray pointer to array of \p vec2 values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p vec3[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param vectorArray pointer to array of \p vec3 values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p vec4[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param vectorArray pointer to array of \p vec4 values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p mat3[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param matrixArray pointer to array of \p mat3 values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Specify values for \p mat4[] array uniform | ||||
|     /// | ||||
|     /// \param name        Name of the uniform variable in GLSL | ||||
|     /// \param matrixArray pointer to array of \p mat4 values | ||||
|     /// \param length      Number of elements in the array | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a float parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, float) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, float x); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a 2-components vector parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a 3-components vector parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a 4-components vector parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z, float w); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a 2-components vector parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, const Vector2f& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a 3-components vector parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, const Vector3f& vector); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a color parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, const Color& color); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a matrix parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Glsl::Mat4&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, const Transform& transform); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a texture parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, const Texture&) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, const Texture& texture); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Change a texture parameter of the shader | ||||
|     /// | ||||
|     /// \deprecated Use setUniform(const std::string&, CurrentTextureType) instead. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     SFML_DEPRECATED void setParameter(const std::string& name, CurrentTextureType); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the underlying OpenGL handle of the shader. | ||||
|     /// | ||||
|     /// You shouldn't need to use this function, unless you have | ||||
|     /// very specific stuff to implement that SFML doesn't support, | ||||
|     /// or implement a temporary workaround until a bug is fixed. | ||||
|     /// | ||||
|     /// \return OpenGL handle of the shader or 0 if not yet loaded | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     unsigned int getNativeHandle() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Bind a shader for rendering | ||||
|     /// | ||||
|     /// This function is not part of the graphics API, it mustn't be | ||||
|     /// used when drawing SFML entities. It must be used only if you | ||||
|     /// mix sf::Shader with OpenGL code. | ||||
|     /// | ||||
|     /// \code | ||||
|     /// sf::Shader s1, s2; | ||||
|     /// ... | ||||
|     /// sf::Shader::bind(&s1); | ||||
|     /// // draw OpenGL stuff that use s1... | ||||
|     /// sf::Shader::bind(&s2); | ||||
|     /// // draw OpenGL stuff that use s2... | ||||
|     /// sf::Shader::bind(NULL); | ||||
|     /// // draw OpenGL stuff that use no shader... | ||||
|     /// \endcode | ||||
|     /// | ||||
|     /// \param shader Shader to bind, can be null to use no shader | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     static void bind(const Shader* shader); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Tell whether or not the system supports shaders | ||||
|     /// | ||||
|     /// This function should always be called before using | ||||
|     /// the shader features. If it returns false, then | ||||
|     /// any attempt to use sf::Shader will fail. | ||||
|     /// | ||||
|     /// \return True if shaders are supported, false otherwise | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     static bool isAvailable(); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Tell whether or not the system supports geometry shaders | ||||
|     /// | ||||
|     /// This function should always be called before using | ||||
|     /// the geometry shader features. If it returns false, then | ||||
|     /// any attempt to use sf::Shader geometry shader features will fail. | ||||
|     /// | ||||
|     /// This function can only return true if isAvailable() would also | ||||
|     /// return true, since shaders in general have to be supported in | ||||
|     /// order for geometry shaders to be supported as well. | ||||
|     /// | ||||
|     /// Note: The first call to this function, whether by your | ||||
|     /// code or SFML will result in a context switch. | ||||
|     /// | ||||
|     /// \return True if geometry shaders are supported, false otherwise | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     static bool isGeometryAvailable(); | ||||
|  | ||||
| private: | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Compile the shader(s) and create the program | ||||
|     /// | ||||
|     /// If one of the arguments is NULL, the corresponding shader | ||||
|     /// is not created. | ||||
|     /// | ||||
|     /// \param vertexShaderCode   Source code of the vertex shader | ||||
|     /// \param geometryShaderCode Source code of the geometry shader | ||||
|     /// \param fragmentShaderCode Source code of the fragment shader | ||||
|     /// | ||||
|     /// \return True on success, false if any error happened | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Bind all the textures used by the shader | ||||
|     /// | ||||
|     /// This function each texture to a different unit, and | ||||
|     /// updates the corresponding variables in the shader accordingly. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     void bindTextures() const; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief Get the location ID of a shader uniform | ||||
|     /// | ||||
|     /// \param name Name of the uniform variable to search | ||||
|     /// | ||||
|     /// \return Location ID of the uniform, or -1 if not found | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     int getUniformLocation(const std::string& name); | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     /// \brief RAII object to save and restore the program | ||||
|     ///        binding while uniforms are being set | ||||
|     /// | ||||
|     /// Implementation is private in the .cpp file. | ||||
|     /// | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     struct UniformBinder; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     // Types | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     typedef std::map<int, const Texture*> TextureTable; | ||||
|     typedef std::map<std::string, int> UniformTable; | ||||
|  | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     // Member data | ||||
|     //////////////////////////////////////////////////////////// | ||||
|     unsigned int m_shaderProgram;  ///< OpenGL identifier for the program | ||||
|     int          m_currentTexture; ///< Location of the current texture in the shader | ||||
|     TextureTable m_textures;       ///< Texture variables in the shader, mapped to their location | ||||
|     UniformTable m_uniforms;       ///< Parameters location cache | ||||
| }; | ||||
|  | ||||
| } // namespace sf | ||||
|  | ||||
|  | ||||
| #endif // SFML_SHADER_HPP | ||||
|  | ||||
|  | ||||
| //////////////////////////////////////////////////////////// | ||||
| /// \class sf::Shader | ||||
| /// \ingroup graphics | ||||
| /// | ||||
| /// Shaders are programs written using a specific language, | ||||
| /// executed directly by the graphics card and allowing | ||||
| /// to apply real-time operations to the rendered entities. | ||||
| /// | ||||
| /// There are three kinds of shaders: | ||||
| /// \li %Vertex shaders, that process vertices | ||||
| /// \li Geometry shaders, that process primitives | ||||
| /// \li Fragment (pixel) shaders, that process pixels | ||||
| /// | ||||
| /// A sf::Shader can be composed of either a vertex shader | ||||
| /// alone, a geometry shader alone, a fragment shader alone, | ||||
| /// or any combination of them. (see the variants of the | ||||
| /// load functions). | ||||
| /// | ||||
| /// Shaders are written in GLSL, which is a C-like | ||||
| /// language dedicated to OpenGL shaders. You'll probably | ||||
| /// need to learn its basics before writing your own shaders | ||||
| /// for SFML. | ||||
| /// | ||||
| /// Like any C/C++ program, a GLSL shader has its own variables | ||||
| /// called \a uniforms that you can set from your C++ application. | ||||
| /// sf::Shader handles different types of uniforms: | ||||
| /// \li scalars: \p float, \p int, \p bool | ||||
| /// \li vectors (2, 3 or 4 components) | ||||
| /// \li matrices (3x3 or 4x4) | ||||
| /// \li samplers (textures) | ||||
| /// | ||||
| /// Some SFML-specific types can be converted: | ||||
| /// \li sf::Color as a 4D vector (\p vec4) | ||||
| /// \li sf::Transform as matrices (\p mat3 or \p mat4) | ||||
| /// | ||||
| /// Every uniform variable in a shader can be set through one of the | ||||
| /// setUniform() or setUniformArray() overloads. For example, if you | ||||
| /// have a shader with the following uniforms: | ||||
| /// \code | ||||
| /// uniform float offset; | ||||
| /// uniform vec3 point; | ||||
| /// uniform vec4 color; | ||||
| /// uniform mat4 matrix; | ||||
| /// uniform sampler2D overlay; | ||||
| /// uniform sampler2D current; | ||||
| /// \endcode | ||||
| /// You can set their values from C++ code as follows, using the types | ||||
| /// defined in the sf::Glsl namespace: | ||||
| /// \code | ||||
| /// shader.setUniform("offset", 2.f); | ||||
| /// shader.setUniform("point", sf::Vector3f(0.5f, 0.8f, 0.3f)); | ||||
| /// shader.setUniform("color", sf::Glsl::Vec4(color));          // color is a sf::Color | ||||
| /// shader.setUniform("matrix", sf::Glsl::Mat4(transform));     // transform is a sf::Transform | ||||
| /// shader.setUniform("overlay", texture);                      // texture is a sf::Texture | ||||
| /// shader.setUniform("current", sf::Shader::CurrentTexture); | ||||
| /// \endcode | ||||
| /// | ||||
| /// The old setParameter() overloads are deprecated and will be removed in a | ||||
| /// future version. You should use their setUniform() equivalents instead. | ||||
| /// | ||||
| /// The special Shader::CurrentTexture argument maps the | ||||
| /// given \p sampler2D uniform to the current texture of the | ||||
| /// object being drawn (which cannot be known in advance). | ||||
| /// | ||||
| /// To apply a shader to a drawable, you must pass it as an | ||||
| /// additional parameter to the \ref RenderWindow::draw function: | ||||
| /// \code | ||||
| /// window.draw(sprite, &shader); | ||||
| /// \endcode | ||||
| /// | ||||
| /// ... which is in fact just a shortcut for this: | ||||
| /// \code | ||||
| /// sf::RenderStates states; | ||||
| /// states.shader = &shader; | ||||
| /// window.draw(sprite, states); | ||||
| /// \endcode | ||||
| /// | ||||
| /// In the code above we pass a pointer to the shader, because it may | ||||
| /// be null (which means "no shader"). | ||||
| /// | ||||
| /// Shaders can be used on any drawable, but some combinations are | ||||
| /// not interesting. For example, using a vertex shader on a sf::Sprite | ||||
| /// is limited because there are only 4 vertices, the sprite would | ||||
| /// have to be subdivided in order to apply wave effects. | ||||
| /// Another bad example is a fragment shader with sf::Text: the texture | ||||
| /// of the text is not the actual text that you see on screen, it is | ||||
| /// a big texture containing all the characters of the font in an | ||||
| /// arbitrary order; thus, texture lookups on pixels other than the | ||||
| /// current one may not give you the expected result. | ||||
| /// | ||||
| /// Shaders can also be used to apply global post-effects to the | ||||
| /// current contents of the target (like the old sf::PostFx class | ||||
| /// in SFML 1). This can be done in two different ways: | ||||
| /// \li draw everything to a sf::RenderTexture, then draw it to | ||||
| ///     the main target using the shader | ||||
| /// \li draw everything directly to the main target, then use | ||||
| ///     sf::Texture::update(Window&) to copy its contents to a texture | ||||
| ///     and draw it to the main target using the shader | ||||
| /// | ||||
| /// The first technique is more optimized because it doesn't involve | ||||
| /// retrieving the target's pixels to system memory, but the | ||||
| /// second one doesn't impact the rendering process and can be | ||||
| /// easily inserted anywhere without impacting all the code. | ||||
| /// | ||||
| /// Like sf::Texture that can be used as a raw OpenGL texture, | ||||
| /// sf::Shader can also be used directly as a raw shader for | ||||
| /// custom OpenGL geometry. | ||||
| /// \code | ||||
| /// sf::Shader::bind(&shader); | ||||
| /// ... render OpenGL geometry ... | ||||
| /// sf::Shader::bind(NULL); | ||||
| /// \endcode | ||||
| /// | ||||
| /// \see sf::Glsl | ||||
| /// | ||||
| //////////////////////////////////////////////////////////// | ||||
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