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