/usr/include/sofa/component/visualmodel/OglShader.h is in libsofa1-dev 1.0~beta4-12.
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* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library 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 Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
//
// C++ Interface: Shader
//
// Description:
//
//
// Author: The SOFA team </www.sofa-framework.org>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#ifndef SOFA_COMPONENT_OGLSHADER
#define SOFA_COMPONENT_OGLSHADER
#include <sofa/core/VisualModel.h>
#include <sofa/core/objectmodel/BaseObject.h>
#include <sofa/core/Shader.h>
#include <sofa/defaulttype/Vec3Types.h>
#include <sofa/helper/gl/template.h>
#include <sofa/helper/gl/GLSLShader.h>
#include <sofa/component/component.h>
#include <sofa/core/objectmodel/DataFileName.h>
namespace sofa
{
namespace component
{
namespace visualmodel
{
/**
* \brief Utility to use shader for a visual model in OpenGL.
*
* This class is used to implement shader into Sofa, for visual rendering
* or for special treatment that needs shader mechanism.
* The 3 kinds of shaders can be defined : vertex, triangle and fragment.
* Geometry shader is only available with Nvidia's >8 series
* and Ati's >2K series.
*/
class SOFA_COMPONENT_VISUALMODEL_API OglShader : public core::Shader, public core::VisualModel {
public:
///Activates or not the shader
Data<bool> turnOn;
///Tells if it must be activated automatically(value false : the visitor will switch the shader)
///or manually (value true : useful when another component wants to use it for itself only)
Data<bool> passive;
///Files where vertex shader is defined
sofa::core::objectmodel::DataFileName vertFilename;
///Files where fragment shader is defined
sofa::core::objectmodel::DataFileName fragFilename;
///Files where geometry shader is defined
sofa::core::objectmodel::DataFileName geoFilename;
///Describes the input type of primitive if geometry shader is used
Data<int> geometryInputType;
///Describes the output type of primitive if geometry shader is used
Data<int> geometryOutputType;
///Describes the number of vertices in output if geometry shader is used
Data<int> geometryVerticesOut;
Data<unsigned int> indexActiveShader;
protected:
///OpenGL shader
std::vector<sofa::helper::gl::GLSLShader*> shaderVector;
bool hasGeometryShader;
std::vector<std::string> vertexFilenames;
std::vector<std::string> fragmentFilenames;
std::vector<std::string> geometryFilenames;
public:
OglShader();
virtual ~OglShader();
void initVisual();
void init();
void reinit();
void drawVisual();
void updateVisual();
void start();
void stop();
bool isActive();
unsigned int getNumberOfShaders();
unsigned int getCurrentIndex();
void setCurrentIndex(const unsigned int index);
void addDefineMacro(const unsigned int index, const std::string &name, const std::string &value);
void setTexture(const unsigned int index, const char* name, unsigned short unit);
void setInt(const unsigned int index, const char* name, int i);
void setInt2(const unsigned int index, const char* name, int i1, int i2);
void setInt3(const unsigned int index, const char* name, int i1, int i2, int i3);
void setInt4(const unsigned int index, const char* name, int i1, int i2, int i3, int i4);
void setFloat(const unsigned int index, const char* name, float f1);
void setFloat2(const unsigned int index, const char* name, float f1, float f2);
void setFloat3(const unsigned int index, const char* name, float f1, float f2, float f3);
void setFloat4(const unsigned int index, const char* name, float f1, float f2, float f3, float f4);
void setIntVector(const unsigned int index, const char* name, int count, const GLint* i);
void setIntVector2(const unsigned int index, const char* name, int count, const GLint* i);
void setIntVector3(const unsigned int index, const char* name, int count, const GLint* i);
void setIntVector4(const unsigned int index, const char* name, int count, const GLint* i);
void setFloatVector(const unsigned int index, const char* name, int count, const float* f);
void setFloatVector2(const unsigned int index, const char* name, int count, const float* f);
void setFloatVector3(const unsigned int index, const char* name, int count, const float* f);
void setFloatVector4(const unsigned int index, const char* name, int count, const float* f);
GLint getAttribute(const unsigned int index, const char* name);
GLint getUniform(const unsigned int index, const char* name);
GLint getGeometryInputType(const unsigned int index) ;
void setGeometryInputType(const unsigned int index, GLint v) ;
GLint getGeometryOutputType(const unsigned int index) ;
void setGeometryOutputType(const unsigned int index, GLint v) ;
GLint getGeometryVerticesOut(const unsigned int index) ;
void setGeometryVerticesOut(const unsigned int index, GLint v);
};
/**
* \brief Abstract class which defines a element to be used with a OglShader.
*
* This is only an partial implementation of the interface ShaderElement
* which adds a pointer to its corresponding shader (where it will be used)
* and the id (or name) of the element.
*/
class SOFA_COMPONENT_VISUALMODEL_API OglShaderElement : public core::ShaderElement {
protected:
///Name of element (corresponding with the shader)
Data<std::string> id;
///Name of element (corresponding with the shader)
Data<unsigned int> indexShader;
///Shader to use the element with
OglShader* shader;
public:
OglShaderElement();
virtual ~OglShaderElement() { };
virtual void init();
const std::string getId() const {return id.getValue();};
void setID( std::string str ) { *(id.beginEdit()) = str; id.endEdit();};
void setIndexShader( unsigned int index) { *(indexShader.beginEdit()) = index; indexShader.endEdit();};
//virtual void setInShader(OglShader& s) = 0;
};
}//namespace visualmodel
} //namespace component
} //namespace sofa
#endif //SOFA_COMPONENT_OGLSHADER
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