Documentation de SFML 2.0

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Shader.hpp
1 
2 //
3 // SFML - Simple and Fast Multimedia Library
4 // Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com)
5 //
6 // This software is provided 'as-is', without any express or implied warranty.
7 // In no event will the authors be held liable for any damages arising from the use of this software.
8 //
9 // Permission is granted to anyone to use this software for any purpose,
10 // including commercial applications, and to alter it and redistribute it freely,
11 // subject to the following restrictions:
12 //
13 // 1. The origin of this software must not be misrepresented;
14 // you must not claim that you wrote the original software.
15 // If you use this software in a product, an acknowledgment
16 // in the product documentation would be appreciated but is not required.
17 //
18 // 2. Altered source versions must be plainly marked as such,
19 // and must not be misrepresented as being the original software.
20 //
21 // 3. This notice may not be removed or altered from any source distribution.
22 //
24 
25 #ifndef SFML_SHADER_HPP
26 #define SFML_SHADER_HPP
27 
29 // Headers
31 #include <SFML/Graphics/Export.hpp>
32 #include <SFML/Graphics/Transform.hpp>
33 #include <SFML/Graphics/Color.hpp>
34 #include <SFML/Window/GlResource.hpp>
35 #include <SFML/System/NonCopyable.hpp>
36 #include <SFML/System/Vector2.hpp>
37 #include <SFML/System/Vector3.hpp>
38 #include <map>
39 #include <string>
40 
41 
42 namespace sf
43 {
44 class InputStream;
45 class Texture;
46 
51 class SFML_GRAPHICS_API Shader : GlResource, NonCopyable
52 {
53 public :
54 
59  enum Type
60  {
62  Fragment
63  };
64 
70  struct CurrentTextureType {};
71  static CurrentTextureType CurrentTexture;
72 
73 public :
74 
81  Shader();
82 
87  ~Shader();
88 
108  bool loadFromFile(const std::string& filename, Type type);
109 
129  bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
130 
149  bool loadFromMemory(const std::string& shader, Type type);
150 
170  bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
171 
190  bool loadFromStream(InputStream& stream, Type type);
191 
211  bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
212 
232  void setParameter(const std::string& name, float x);
233 
254  void setParameter(const std::string& name, float x, float y);
255 
277  void setParameter(const std::string& name, float x, float y, float z);
278 
301  void setParameter(const std::string& name, float x, float y, float z, float w);
302 
322  void setParameter(const std::string& name, const Vector2f& vector);
323 
343  void setParameter(const std::string& name, const Vector3f& vector);
344 
370  void setParameter(const std::string& name, const Color& color);
371 
393  void setParameter(const std::string& name, const sf::Transform& transform);
394 
425  void setParameter(const std::string& name, const Texture& texture);
426 
448  void setParameter(const std::string& name, CurrentTextureType);
449 
471  static void bind(const Shader* shader);
472 
483  static bool isAvailable();
484 
485 private :
486 
499  bool compile(const char* vertexShaderCode, const char* fragmentShaderCode);
500 
508  void bindTextures() const;
509 
511  // Types
513  typedef std::map<int, const Texture*> TextureTable;
514 
516  // Member data
518  unsigned int m_shaderProgram;
519  int m_currentTexture;
520  TextureTable m_textures;
521 };
522 
523 } // namespace sf
524 
525 
526 #endif // SFML_SHADER_HPP
527 
528