/usr/include/sofa/helper/gl/GLSLShader.h is in libsofa1-dev 1.0~beta4-10ubuntu2.
This file is owned by root:root, with mode 0o644.
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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 :: Framework *
* *
* Authors: M. Adam, J. Allard, B. Andre, P-J. Bensoussan, S. Cotin, C. Duriez,*
* H. Delingette, F. Falipou, F. Faure, S. Fonteneau, L. Heigeas, C. Mendoza, *
* M. Nesme, P. Neumann, J-P. de la Plata Alcade, F. Poyer and F. Roy *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_HELPER_GL_GLSLSHADER_H
#define SOFA_HELPER_GL_GLSLSHADER_H
#include <sofa/helper/system/gl.h>
#include <sofa/helper/system/glu.h>
#include <string>
#include <string.h>
#include <sofa/helper/helper.h>
#include <vector>
namespace sofa
{
namespace helper
{
namespace gl
{
#ifndef SOFA_HAVE_GLEW
#error GL Shader support requires GLEW. Please define SOFA_HAVE_GLEW to use shaders.
#endif
class SOFA_HELPER_API GLSLShader
{
public:
GLSLShader();
~GLSLShader();
/// This builds a header before any shader contents
void AddHeader(const std::string& header);
void AddDefineMacro(const std::string &name, const std::string &value);
/// This loads our text file for each shader and returns it in a string
std::string LoadTextFile(const std::string& strFile);
/// This is used to load all of the extensions and checks compatibility.
static bool InitGLSL();
/// This loads a vertex, geometry and fragment shader
void InitShaders(const std::string& strVertex, const std::string& stdGeometry, const std::string& strFragment);
/// This loads a vertex and fragment shader
void InitShaders(const std::string& strVertex, const std::string& strFragment)
{
InitShaders(strVertex, std::string(""), strFragment);
}
/// This returns an ID for a variable in our shader
GLint GetVariable(std::string strVariable);
/// This returns an ID for an attribute variable in our shader
GLint GetAttributeVariable(std::string strVariable);
/// These are our basic get functions for our private data
/// @{
GLhandleARB GetProgram() { return m_hProgramObject; }
GLhandleARB GetVertexS() { return m_hVertexShader; }
GLhandleARB GetGeometryS() { return m_hGeometryShader; }
GLhandleARB GetFragmentS() { return m_hFragmentShader; }
/// Below are functions to set an integer or a float
/// @{
void SetInt(GLint variable, int newValue);
void SetFloat(GLint variable, float newValue);
/// @}
/// Below are functions to set more than 1 integer or float
/// @{
void SetInt2(GLint variable, int i1, int i2);
void SetInt3(GLint variable, int i1, int i2, int i3);
void SetInt4(GLint variable, int i1, int i2, int i3, int i4);
void SetFloat2(GLint variable, float v0, float v1);
void SetFloat3(GLint variable, float v0, float v1, float v2);
void SetFloat4(GLint variable, float v0, float v1, float v2, float v3);
/// @}
/// Below are functions to set a vector of integer or float
/// @{
void SetIntVector(GLint variable, GLsizei count, const GLint *value);
void SetIntVector2(GLint variable, GLsizei count, const GLint *value);
void SetIntVector3(GLint variable, GLsizei count, const GLint *value);
void SetIntVector4(GLint variable, GLsizei count, const GLint *value);
void SetFloatVector(GLint variable, GLsizei count, const float *value);
void SetFloatVector2(GLint variable, GLsizei count, const float *value);
void SetFloatVector3(GLint variable, GLsizei count, const float *value);
void SetFloatVector4(GLint variable, GLsizei count, const float *value);
/// @}
/// These 2 functions turn on and off our shader
/// @{
void TurnOn();
void TurnOff();
/// @}
/// This releases our memory for our shader
void Release();
GLint GetGeometryInputType() { return geometry_input_type; }
void SetGeometryInputType(GLint v) { geometry_input_type = v; }
GLint GetGeometryOutputType() { return geometry_output_type; }
void SetGeometryOutputType(GLint v) { geometry_output_type = v; }
GLint GetGeometryVerticesOut() { return geometry_vertices_out; }
void SetGeometryVerticesOut(GLint v) { geometry_vertices_out = v; }
protected:
bool CompileShader(GLint target, const std::string& source, GLhandleARB& shader);
std::string header;
/// This handle stores our vertex shader information
GLhandleARB m_hVertexShader;
/// This handle stores our geometry shader information
GLhandleARB m_hGeometryShader;
/// This handle stores our fragment shader information
GLhandleARB m_hFragmentShader;
/// This handle stores our program information which encompasses our shader
GLhandleARB m_hProgramObject;
GLint geometry_input_type;
GLint geometry_output_type;
GLint geometry_vertices_out;
};
} // namespace gl
} // namespace helper
} // namespace sofa
#endif
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