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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2024 Shai Seger <shaise at gmail> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef __shader_h__
#define __shader_h__
#include "OpenGlWrapper.h"
#include "linmath.h"
namespace MillSim
{
class Shader
{
public:
Shader()
{}
~Shader();
public:
unsigned int shaderId = 0;
void UpdateModelMat(mat4x4 transformMat, mat4x4 normalMat);
void UpdateProjectionMat(mat4x4 mat);
void UpdateViewMat(mat4x4 mat);
void UpdateEnvColor(vec3 lightPos, vec3 lightColor, vec3 ambient, float linearity);
void UpdateScreenDimension(int width, int height);
void UpdateObjColor(vec3 objColor);
void UpdateObjColorAlpha(vec4 objColor);
void UpdateNormalState(bool isInverted);
void UpdateSsaoActive(bool isInverted);
void UpdateTextureSlot(int slot);
void UpdateColorTexSlot(int albedoSlot);
void UpdatePositionTexSlot(int positionSlot);
void UpdateNormalTexSlot(int normalSlot);
void UpdateRandomTexSlot(int noiseSlot);
void UpdateSsaoTexSlot(int ssaoSlot);
void UpdateKernelVals(int nVals, float* vals);
void UpdateCurSegment(int curSeg);
unsigned int CompileShader(const char* name, const char* vertShader, const char* fragShader);
void Activate();
void Destroy();
bool IsValid()
{
return shaderId > 0;
}
protected:
int mModelPos = -1;
int mNormalRotPos = -1;
int mProjectionPos = -1;
int mViewPos = -1;
int mLightPosPos = -1;
int mLightColorPos = -1;
int mLightLinearPos = -1;
int mLightAmbientPos = -1;
int mObjectColorPos = -1;
int mObjectColorAlphaPos = -1;
int mTexSlotPos = -1;
int mInvertedNormalsPos = -1;
int mSsaoActivePos = -1;
int mAlbedoPos = -1;
int mPositionPos = -1;
int mNormalPos = -1;
int mSsaoPos = -1;
int mRandTexPos = -1;
int mSamplesPos = -1;
int mCurSegmentPos = -1;
int mScreenWidthPos = -1;
int mScreenHeightPos = -1;
const char* vertShader = nullptr;
const char* fragShader = nullptr;
};
extern Shader* CurrentShader;
extern const char* FragShaderNorm;
extern const char* FragShaderFlat;
extern const char* VertShader3DNorm;
extern const char* VertShader3DInvNorm;
extern const char* VertShader2DTex;
extern const char* FragShader2dTex;
extern const char* VertShader2DFbo;
extern const char* FragShader2dFbo;
extern const char* VertShaderGeom;
extern const char* FragShaderGeom;
extern const char* FragShaderSSAO;
extern const char* FragShaderSSAOLighting;
extern const char* FragShaderStdLighting;
extern const char* FragShaderSSAOBlur;
extern const char* VertShader3DLine;
extern const char* FragShader3DLine;
} // namespace MillSim
#endif // !__shader_h__