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717 lines
28 KiB
C
717 lines
28 KiB
C
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_SHADER_H
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#define SFML_SHADER_H
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.h>
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#include <SFML/Graphics/Color.h>
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#include <SFML/Graphics/Glsl.h>
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#include <SFML/Graphics/Transform.h>
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#include <SFML/Graphics/Types.h>
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#include <SFML/System/InputStream.h>
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#include <SFML/System/Vector2.h>
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#include <SFML/System/Vector3.h>
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#include <stddef.h>
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from files
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. Pass NULL if you don't want to load
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/// a specific shader.
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/// The sources must be text files containing valid shaders
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/// in GLSL language. GLSL is a C-like language dedicated to
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/// OpenGL shaders; you'll probably need to read a good documentation
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/// for it before writing your own shaders.
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///
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/// \param vertexShaderFilename Path of the vertex shader file to load, or NULL to skip this shader
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/// \param geometryShaderFilename Path of the geometry shader file to load, or NULL to skip this shader
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/// \param fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader
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///
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/// \return A new sfShader object, or NULL if it failed
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from source code in memory
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. Pass NULL if you don't want to load
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/// a specific shader.
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/// The sources must be valid shaders in GLSL language. GLSL is
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/// a C-like language dedicated to OpenGL shaders; you'll
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/// probably need to read a good documentation for it before
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/// writing your own shaders.
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///
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/// \param vertexShader String containing the source code of the vertex shader, or NULL to skip this shader
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/// \param geometryShader String containing the source code of the geometry shader, or NULL to skip this shader
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/// \param fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader
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///
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/// \return A new sfShader object, or NULL if it failed
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader);
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////////////////////////////////////////////////////////////
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/// \brief Load the vertex, geometry and fragment shaders from custom streams
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///
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/// This function loads the vertex, geometry and fragment
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/// shaders. Pass NULL if you don't want to load
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/// a specific shader.
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/// The source codes must be valid shaders in GLSL language.
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/// GLSL is a C-like language dedicated to OpenGL shaders;
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/// you'll probably need to read a good documentation for
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/// it before writing your own shaders.
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///
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/// \param vertexShaderStream Source stream to read the vertex shader from, or NULL to skip this shader
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/// \param geometryShaderStream Source stream to read the geometry shader from, or NULL to skip this shader
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/// \param fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader
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///
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/// \return A new sfShader object, or NULL if it failed
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream);
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////////////////////////////////////////////////////////////
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/// \brief Destroy an existing shader
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///
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/// \param shader Shader to delete
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_destroy(sfShader* shader);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p float uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the float scalar
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setFloatUniform(sfShader* shader, const char* name, float x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec2 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec2 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec3 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec3 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec4 uniform
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///
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/// sfColor objects can be passed to this function via
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/// the use of sfGlslVec4_fromsfColor(sfColor);
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the vec4 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p vec4 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param color Value of the vec4 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p int uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the integer scalar
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setIntUniform(sfShader* shader, const char* name, int x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec2 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec2 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec3 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec3 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec4 uniform
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///
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/// sfColor objects can be passed to this function via
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/// the use of sfGlslIvec4_fromsfColor(sfColor);
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the ivec4 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p ivec4 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param color Value of the ivec4 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bool uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param x Value of the bool scalar
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bvec2 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the bvec2 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p Bvec3 uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the Bvec3 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p bvec4 uniform
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///
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/// sfColor objects can be passed to this function via
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/// the use of sfGlslIvec4_fromsfColor(sfColor);
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vector Value of the bvec4 vector
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p mat3 matrix
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param matrix Value of the mat3 matrix
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix);
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////////////////////////////////////////////////////////////
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/// \brief Specify value for \p mat4 matrix
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param matrix Value of the mat4 matrix
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix);
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////////////////////////////////////////////////////////////
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/// \brief Specify a texture as \p sampler2D uniform
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (\p sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D the_texture; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfTexture texture;
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/// ...
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/// sfShader_setTextureUniform(shader, "the_texture", &texture);
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/// \endcode
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/// It is important to note that \a texture must remain alive as long
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/// as the shader uses it, no copy is made internally.
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///
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/// To use the texture of the object being drawn, which cannot be
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/// known in advance, you can pass the special value
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/// sf::Shader::CurrentTexture:
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/// \code
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/// shader.setUniform("the_texture", sf::Shader::CurrentTexture).
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the texture in the shader
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/// \param texture Texture to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture);
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////////////////////////////////////////////////////////////
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/// \brief Specify current texture as \p sampler2D uniform
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///
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/// This overload maps a shader texture variable to the
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/// texture of the object being drawn, which cannot be
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/// known in advance.
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/// The corresponding parameter in the shader must be a 2D texture
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/// (\p sampler2D GLSL type).
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///
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/// Example:
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/// \code
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/// uniform sampler2D current; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setCurrentTextureUniform(shader, "current");
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the texture in the shader
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p float[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param scalarArray pointer to array of \p float values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p vec2[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vectorArray pointer to array of \p vec2 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p vec3[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vectorArray pointer to array of \p vec3 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p vec4[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param vectorArray pointer to array of \p vec4 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p mat3[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param matrixArray pointer to array of \p mat3 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Specify values for \p mat4[] array uniform
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///
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/// \param shader Shader object
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/// \param name Name of the uniform variable in GLSL
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/// \param matrixArray pointer to array of \p mat4 values
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/// \param length Number of elements in the array
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length);
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////////////////////////////////////////////////////////////
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/// \brief Change a float parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a float
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/// (float GLSL type).
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///
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/// Example:
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/// \code
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/// uniform float myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloatParameter(shader, "myparam", 5.2f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x Value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloatParameter(sfShader* shader, const char* name, float x);
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////////////////////////////////////////////////////////////
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/// \brief Change a 2-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 2x1 vector
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/// (vec2 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec2 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat2Parameter(shader, "myparam", 5.2f, 6.0f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);
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////////////////////////////////////////////////////////////
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/// \brief Change a 3-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 3x1 vector
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/// (vec3 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec3 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat3Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f);
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/// \endcode
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///
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/// \param shader Shader object
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/// \param name Name of the parameter in the shader
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/// \param x First component of the value to assign
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/// \param y Second component of the value to assign
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/// \param z Third component of the value to assign
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///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);
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////////////////////////////////////////////////////////////
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/// \brief Change a 4-components vector parameter of a shader
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///
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/// \a name is the name of the variable to change in the shader.
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/// The corresponding parameter in the shader must be a 4x1 vector
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/// (vec4 GLSL type).
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///
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/// Example:
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/// \code
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/// uniform vec4 myparam; // this is the variable in the shader
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/// \endcode
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/// \code
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/// sfShader_setFloat4Parameter(shader, "myparam", 5.2f, 6.0f, -8.1f, 0.4f);
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/// \endcode
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///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the parameter in the shader
|
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/// \param x First component of the value to assign
|
|
/// \param y Second component of the value to assign
|
|
/// \param z Third component of the value to assign
|
|
/// \param w Fourth component of the value to assign
|
|
///
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////////////////////////////////////////////////////////////
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CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);
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|
|
|
////////////////////////////////////////////////////////////
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|
/// \brief Change a 2-components vector parameter of a shader
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|
///
|
|
/// \a name is the name of the variable to change in the shader.
|
|
/// The corresponding parameter in the shader must be a 2x1 vector
|
|
/// (vec2 GLSL type).
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///
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|
/// Example:
|
|
/// \code
|
|
/// uniform vec2 myparam; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// sfVector2f vec = {5.2f, 6.0f};
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/// sfShader_setVector2Parameter(shader, "myparam", vec);
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/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the parameter in the shader
|
|
/// \param vector Vector to assign
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);
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|
|
|
////////////////////////////////////////////////////////////
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|
/// \brief Change a 3-components vector parameter of a shader
|
|
///
|
|
/// \a name is the name of the variable to change in the shader.
|
|
/// The corresponding parameter in the shader must be a 3x1 vector
|
|
/// (vec3 GLSL type).
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// uniform vec3 myparam; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// sfVector3f vec = {5.2f, 6.0f, -8.1f};
|
|
/// sfShader_setVector3Parameter(shader, "myparam", vec);
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the parameter in the shader
|
|
/// \param vector Vector to assign
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Change a color parameter of a shader
|
|
///
|
|
/// \a name is the name of the variable to change in the shader.
|
|
/// The corresponding parameter in the shader must be a 4x1 vector
|
|
/// (vec4 GLSL type).
|
|
///
|
|
/// It is important to note that the components of the color are
|
|
/// normalized before being passed to the shader. Therefore,
|
|
/// they are converted from range [0 .. 255] to range [0 .. 1].
|
|
/// For example, a sf::Color(255, 125, 0, 255) will be transformed
|
|
/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// uniform vec4 color; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// sfShader_setColorParameter(shader, "color", sfColor_fromRGB(255, 128, 0));
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the parameter in the shader
|
|
/// \param color Color to assign
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Change a matrix parameter of a shader
|
|
///
|
|
/// \a name is the name of the variable to change in the shader.
|
|
/// The corresponding parameter in the shader must be a 4x4 matrix
|
|
/// (mat4 GLSL type).
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// uniform mat4 matrix; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// @todo
|
|
/// sfShader_setTransformParameter(shader, "matrix", transform);
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the parameter in the shader
|
|
/// \param transform Transform to assign
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Change a texture parameter of a shader
|
|
///
|
|
/// \a name is the name of the variable to change in the shader.
|
|
/// The corresponding parameter in the shader must be a 2D texture
|
|
/// (sampler2D GLSL type).
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// uniform sampler2D the_texture; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// sf::Texture texture;
|
|
/// ...
|
|
/// sfShader_setTextureParameter(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 draw, which cannot be
|
|
/// known in advance, you can use the special function
|
|
/// sfShader_setCurrentTextureParameter:
|
|
/// \code
|
|
/// sfShader_setCurrentTextureParameter(shader, "the_texture").
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the texture in the shader
|
|
/// \param texture Texture to assign
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \brief Change a texture parameter of a shader
|
|
///
|
|
/// This function 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
|
|
/// (sampler2D GLSL type).
|
|
///
|
|
/// Example:
|
|
/// \code
|
|
/// uniform sampler2D current; // this is the variable in the shader
|
|
/// \endcode
|
|
/// \code
|
|
/// sfShader_setCurrentTextureParameter(shader, "current");
|
|
/// \endcode
|
|
///
|
|
/// \param shader Shader object
|
|
/// \param name Name of the texture in the shader
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);
|
|
|
|
////////////////////////////////////////////////////////////
|
|
/// \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 sfTrue if the system can use shaders, sfFalse otherwise
|
|
///
|
|
////////////////////////////////////////////////////////////
|
|
CSFML_GRAPHICS_API sfBool 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 sfBool sfShader_isGeometryAvailable(void);
|
|
|
|
#endif // SFML_SHADER_H
|