//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2023 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_H #define SFML_SHADER_H //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include #include //////////////////////////////////////////////////////////// /// \brief Load the vertex, geometry and fragment shaders from files /// /// This function loads the vertex, geometry and fragment /// shaders. Pass NULL if you don't want to load /// a specific shader. /// 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, or NULL to skip this shader /// \param geometryShaderFilename Path of the geometry shader file to load, or NULL to skip this shader /// \param fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader /// /// \return A new sfShader object, or NULL if it failed /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename); //////////////////////////////////////////////////////////// /// \brief Load the vertex, geometry and fragment shaders from source code in memory /// /// This function loads the vertex, geometry and fragment /// shaders. Pass NULL if you don't want to load /// a specific shader. /// 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, or NULL to skip this shader /// \param geometryShader String containing the source code of the geometry shader, or NULL to skip this shader /// \param fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader /// /// \return A new sfShader object, or NULL if it failed /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader); //////////////////////////////////////////////////////////// /// \brief Load the vertex, geometry and fragment shaders from custom streams /// /// This function loads the vertex, geometry and fragment /// shaders. Pass NULL if you don't want to load /// a specific shader. /// 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, or NULL to skip this shader /// \param geometryShaderStream Source stream to read the geometry shader from, or NULL to skip this shader /// \param fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader /// /// \return A new sfShader object, or NULL if it failed /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream); //////////////////////////////////////////////////////////// /// \brief Destroy an existing shader /// /// \param shader Shader to delete /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_destroy(sfShader* shader); //////////////////////////////////////////////////////////// /// \brief Specify value for \p float uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param x Value of the float scalar /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setFloatUniform(sfShader* shader, const char* name, float x); //////////////////////////////////////////////////////////// /// \brief Specify value for \p vec2 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the vec2 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p vec3 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the vec3 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p vec4 uniform /// /// sfColor objects can be passed to this function via /// the use of sfGlslVec4_fromsfColor(sfColor); /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the vec4 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p vec4 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param color Value of the vec4 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color); //////////////////////////////////////////////////////////// /// \brief Specify value for \p int uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param x Value of the integer scalar /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setIntUniform(sfShader* shader, const char* name, int x); //////////////////////////////////////////////////////////// /// \brief Specify value for \p ivec2 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the ivec2 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p ivec3 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the ivec3 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p ivec4 uniform /// /// sfColor objects can be passed to this function via /// the use of sfGlslIvec4_fromsfColor(sfColor); /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the ivec4 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p ivec4 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param color Value of the ivec4 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color); //////////////////////////////////////////////////////////// /// \brief Specify value for \p bool uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param x Value of the bool scalar /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setBoolUniform(sfShader* shader, const char* name, bool x); //////////////////////////////////////////////////////////// /// \brief Specify value for \p bvec2 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the bvec2 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p Bvec3 uniform /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the Bvec3 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p bvec4 uniform /// /// sfColor objects can be passed to this function via /// the use of sfGlslIvec4_fromsfColor(sfColor); /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param vector Value of the bvec4 vector /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector); //////////////////////////////////////////////////////////// /// \brief Specify value for \p mat3 matrix /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param matrix Value of the mat3 matrix /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix); //////////////////////////////////////////////////////////// /// \brief Specify value for \p mat4 matrix /// /// \param shader Shader object /// \param name Name of the uniform variable in GLSL /// \param matrix Value of the mat4 matrix /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* 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 /// sfTexture texture; /// ... /// sfShader_setTextureUniform(shader, "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 shader Shader object /// \param name Name of the texture in the shader /// \param texture Texture to assign /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* 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 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 /// sfShader_setCurrentTextureUniform(shader, "current"); /// \endcode /// /// \param shader Shader object /// \param name Name of the texture in the shader /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name); //////////////////////////////////////////////////////////// /// \brief Specify values for \p float[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length); //////////////////////////////////////////////////////////// /// \brief Specify values for \p vec2[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length); //////////////////////////////////////////////////////////// /// \brief Specify values for \p vec3[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length); //////////////////////////////////////////////////////////// /// \brief Specify values for \p vec4[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length); //////////////////////////////////////////////////////////// /// \brief Specify values for \p mat3[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length); //////////////////////////////////////////////////////////// /// \brief Specify values for \p mat4[] array uniform /// /// \param shader Shader object /// \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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length); //////////////////////////////////////////////////////////// /// \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. /// /// \param shader Shader object /// /// \return OpenGL handle of the shader or 0 if not yet loaded /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API unsigned int sfShader_getNativeHandle(const sfShader* shader); //////////////////////////////////////////////////////////// /// \brief Bind a shader for rendering (activate it) /// /// 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 sfShader with OpenGL code. /// /// \code /// sfShader *s1, *s2; /// ... /// sfShader_bind(s1); /// // draw OpenGL stuff that use s1... /// sfShader_bind(s2); /// // draw OpenGL stuff that use s2... /// sfShader_bind(0); /// // draw OpenGL stuff that use no shader... /// \endcode /// /// \param shader Shader to bind, can be null to use no shader /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API void sfShader_bind(const sfShader* 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 sfShader will fail. /// /// \return true if the system can use shaders, false otherwise /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API bool sfShader_isAvailable(void); //////////////////////////////////////////////////////////// /// \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 sfShader 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 /// //////////////////////////////////////////////////////////// CSFML_GRAPHICS_API bool sfShader_isGeometryAvailable(void); #endif // SFML_SHADER_H