/usr/include/cegui-0.8.7/CEGUI/RendererModules/OpenGL/Shader.h is in libcegui-mk2-dev 0.8.7-1.3+b2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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created: Wed, 8th Feb 2012
author: Lukas E Meindl
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUIOpenGL3Shader_h_
#define _CEGUIOpenGL3Shader_h_
#include "CEGUI/Exceptions.h"
#include "RendererBase.h"
#include <string>
#if defined(_MSC_VER)
# pragma warning(push)
# pragma warning(disable : 4251)
#endif
// Start of CEGUI namespace section
namespace CEGUI
{
class OPENGL_GUIRENDERER_API OpenGL3Shader :
public AllocatedObject<OpenGL3Shader>
{
public:
/*!
\brief
Creates and loads shader programs from the two strings supplied to it
*/
OpenGL3Shader(const std::string& vertex_shader_source,
const std::string& fragment_shader_source);
~OpenGL3Shader();
/*!
\brief
Bind the shader to the OGL state-machine
*/
void bind() const;
/*!
\brief
Unbind the shader
*/
void unbind() const;
/*!
\brief
Query the location of a vertex attribute inside the shader.
*/
GLuint getAttribLocation(const std::string &name) const;
/*!
\brief
Query the location of a uniform variable inside the shader.
*/
GLuint getUniformLocation(const std::string &name) const;
/*!
\brief
Defines the name of the variable inside the shader which represents the
final color for each fragment.
*/
void bindFragDataLocation(const std::string &name);
bool isCreatedSuccessfully();
void link();
private:
GLuint compile(GLuint type, const std::string &source);
void outputShaderLog(GLuint shader);
void outputProgramLog(GLuint program);
std::string d_shaderName;
bool d_createdSucessfully;
GLuint d_vertexShader;
GLuint d_fragmentShader;
GLuint d_geometryShader;
GLuint d_program;
};
#define STRINGIFY(x) #x
#define TOSTRING(x) STRINGIFY(x)
#define AT __FILE__ ":" TOSTRING(__LINE__)
#define checkGLErrors() getGLErrors(AT)
/*!
\brief
Query OpenGL errors and process them in CEGUI
*/
void getGLErrors(const char *location);
}
#endif
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