mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 15:59:15 +08:00
67 lines
2.8 KiB
C++
67 lines
2.8 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
|
|
*
|
|
* 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
|