// SPDX-License-Identifier: LGPL-2.1-or-later /*************************************************************************** * Copyright (c) 2024 Shai Seger * * * * 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__