cuda-samples/Samples/5_Domain_Specific/smokeParticles/GLSLProgram.h

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2022-01-13 14:05:24 +08:00
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
2021-10-21 19:04:49 +08:00
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// Simple class to contain GLSL shaders/programs
#ifndef GLSL_PROGRAM_H
#define GLSL_PROGRAM_H
#include <stdio.h>
class GLSLProgram {
public:
// construct program from strings
GLSLProgram(const char *vsource, const char *fsource);
GLSLProgram(const char *vsource, const char *gsource, const char *fsource,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP);
~GLSLProgram();
void enable();
void disable();
void setUniform1f(const GLchar *name, GLfloat x);
void setUniform2f(const GLchar *name, GLfloat x, GLfloat y);
void setUniform3f(const char *name, float x, float y, float z);
void setUniform4f(const char *name, float x, float y, float z, float w);
void setUniformfv(const GLchar *name, GLfloat *v, int elementSize,
int count = 1);
void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose);
void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);
inline GLuint getProgId() { return mProg; }
private:
GLuint checkCompileStatus(GLuint shader, GLint *status);
GLuint compileProgram(const char *vsource, const char *gsource,
const char *fsource, GLenum gsInput = GL_POINTS,
GLenum gsOutput = GL_TRIANGLE_STRIP);
GLuint mProg;
};
#endif