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0001 ////////////////////////////////////////////////////////////
0002 //
0003 // SFML - Simple and Fast Multimedia Library
0004 // Copyright (C) 2007-2023 Laurent Gomila (laurent@sfml-dev.org)
0005 //
0006 // This software is provided 'as-is', without any express or implied warranty.
0007 // In no event will the authors be held liable for any damages arising from the use of this software.
0008 //
0009 // Permission is granted to anyone to use this software for any purpose,
0010 // including commercial applications, and to alter it and redistribute it freely,
0011 // subject to the following restrictions:
0012 //
0013 // 1. The origin of this software must not be misrepresented;
0014 //    you must not claim that you wrote the original software.
0015 //    If you use this software in a product, an acknowledgment
0016 //    in the product documentation would be appreciated but is not required.
0017 //
0018 // 2. Altered source versions must be plainly marked as such,
0019 //    and must not be misrepresented as being the original software.
0020 //
0021 // 3. This notice may not be removed or altered from any source distribution.
0022 //
0023 ////////////////////////////////////////////////////////////
0024 
0025 #ifndef SFML_SHADER_HPP
0026 #define SFML_SHADER_HPP
0027 
0028 ////////////////////////////////////////////////////////////
0029 // Headers
0030 ////////////////////////////////////////////////////////////
0031 #include <SFML/Graphics/Export.hpp>
0032 #include <SFML/Graphics/Glsl.hpp>
0033 #include <SFML/Window/GlResource.hpp>
0034 #include <SFML/System/NonCopyable.hpp>
0035 #include <SFML/System/Vector2.hpp>
0036 #include <SFML/System/Vector3.hpp>
0037 #include <map>
0038 #include <string>
0039 
0040 
0041 namespace sf
0042 {
0043 class Color;
0044 class InputStream;
0045 class Texture;
0046 class Transform;
0047 
0048 ////////////////////////////////////////////////////////////
0049 /// \brief Shader class (vertex, geometry and fragment)
0050 ///
0051 ////////////////////////////////////////////////////////////
0052 class SFML_GRAPHICS_API Shader : GlResource, NonCopyable
0053 {
0054 public:
0055 
0056     ////////////////////////////////////////////////////////////
0057     /// \brief Types of shaders
0058     ///
0059     ////////////////////////////////////////////////////////////
0060     enum Type
0061     {
0062         Vertex,   //!< %Vertex shader
0063         Geometry, //!< Geometry shader
0064         Fragment  //!< Fragment (pixel) shader
0065     };
0066 
0067     ////////////////////////////////////////////////////////////
0068     /// \brief Special type that can be passed to setUniform(),
0069     ///        and that represents the texture of the object being drawn
0070     ///
0071     /// \see setUniform(const std::string&, CurrentTextureType)
0072     ///
0073     ////////////////////////////////////////////////////////////
0074     struct CurrentTextureType {};
0075 
0076     ////////////////////////////////////////////////////////////
0077     /// \brief Represents the texture of the object being drawn
0078     ///
0079     /// \see setUniform(const std::string&, CurrentTextureType)
0080     ///
0081     ////////////////////////////////////////////////////////////
0082     static CurrentTextureType CurrentTexture;
0083 
0084 public:
0085 
0086     ////////////////////////////////////////////////////////////
0087     /// \brief Default constructor
0088     ///
0089     /// This constructor creates an invalid shader.
0090     ///
0091     ////////////////////////////////////////////////////////////
0092     Shader();
0093 
0094     ////////////////////////////////////////////////////////////
0095     /// \brief Destructor
0096     ///
0097     ////////////////////////////////////////////////////////////
0098     ~Shader();
0099 
0100     ////////////////////////////////////////////////////////////
0101     /// \brief Load the vertex, geometry or fragment shader from a file
0102     ///
0103     /// This function loads a single shader, vertex, geometry or
0104     /// fragment, identified by the second argument.
0105     /// The source must be a text file containing a valid
0106     /// shader in GLSL language. GLSL is a C-like language
0107     /// dedicated to OpenGL shaders; you'll probably need to
0108     /// read a good documentation for it before writing your
0109     /// own shaders.
0110     ///
0111     /// \param filename Path of the vertex, geometry or fragment shader file to load
0112     /// \param type     Type of shader (vertex, geometry or fragment)
0113     ///
0114     /// \return True if loading succeeded, false if it failed
0115     ///
0116     /// \see loadFromMemory, loadFromStream
0117     ///
0118     ////////////////////////////////////////////////////////////
0119     bool loadFromFile(const std::string& filename, Type type);
0120 
0121     ////////////////////////////////////////////////////////////
0122     /// \brief Load both the vertex and fragment shaders from files
0123     ///
0124     /// This function loads both the vertex and the fragment
0125     /// shaders. If one of them fails to load, the shader is left
0126     /// empty (the valid shader is unloaded).
0127     /// The sources must be text files containing valid shaders
0128     /// in GLSL language. GLSL is a C-like language dedicated to
0129     /// OpenGL shaders; you'll probably need to read a good documentation
0130     /// for it before writing your own shaders.
0131     ///
0132     /// \param vertexShaderFilename   Path of the vertex shader file to load
0133     /// \param fragmentShaderFilename Path of the fragment shader file to load
0134     ///
0135     /// \return True if loading succeeded, false if it failed
0136     ///
0137     /// \see loadFromMemory, loadFromStream
0138     ///
0139     ////////////////////////////////////////////////////////////
0140     bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename);
0141 
0142     ////////////////////////////////////////////////////////////
0143     /// \brief Load the vertex, geometry and fragment shaders from files
0144     ///
0145     /// This function loads the vertex, geometry and fragment
0146     /// shaders. If one of them fails to load, the shader is left
0147     /// empty (the valid shader is unloaded).
0148     /// The sources must be text files containing valid shaders
0149     /// in GLSL language. GLSL is a C-like language dedicated to
0150     /// OpenGL shaders; you'll probably need to read a good documentation
0151     /// for it before writing your own shaders.
0152     ///
0153     /// \param vertexShaderFilename   Path of the vertex shader file to load
0154     /// \param geometryShaderFilename Path of the geometry shader file to load
0155     /// \param fragmentShaderFilename Path of the fragment shader file to load
0156     ///
0157     /// \return True if loading succeeded, false if it failed
0158     ///
0159     /// \see loadFromMemory, loadFromStream
0160     ///
0161     ////////////////////////////////////////////////////////////
0162     bool loadFromFile(const std::string& vertexShaderFilename, const std::string& geometryShaderFilename, const std::string& fragmentShaderFilename);
0163 
0164     ////////////////////////////////////////////////////////////
0165     /// \brief Load the vertex, geometry or fragment shader from a source code in memory
0166     ///
0167     /// This function loads a single shader, vertex, geometry
0168     /// or fragment, identified by the second argument.
0169     /// The source code must be a valid shader in GLSL language.
0170     /// GLSL is a C-like language dedicated to OpenGL shaders;
0171     /// you'll probably need to read a good documentation for
0172     /// it before writing your own shaders.
0173     ///
0174     /// \param shader String containing the source code of the shader
0175     /// \param type   Type of shader (vertex, geometry or fragment)
0176     ///
0177     /// \return True if loading succeeded, false if it failed
0178     ///
0179     /// \see loadFromFile, loadFromStream
0180     ///
0181     ////////////////////////////////////////////////////////////
0182     bool loadFromMemory(const std::string& shader, Type type);
0183 
0184     ////////////////////////////////////////////////////////////
0185     /// \brief Load both the vertex and fragment shaders from source codes in memory
0186     ///
0187     /// This function loads both the vertex and the fragment
0188     /// shaders. If one of them fails to load, the shader is left
0189     /// empty (the valid shader is unloaded).
0190     /// The sources must be valid shaders in GLSL language. GLSL is
0191     /// a C-like language dedicated to OpenGL shaders; you'll
0192     /// probably need to read a good documentation for it before
0193     /// writing your own shaders.
0194     ///
0195     /// \param vertexShader   String containing the source code of the vertex shader
0196     /// \param fragmentShader String containing the source code of the fragment shader
0197     ///
0198     /// \return True if loading succeeded, false if it failed
0199     ///
0200     /// \see loadFromFile, loadFromStream
0201     ///
0202     ////////////////////////////////////////////////////////////
0203     bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader);
0204 
0205     ////////////////////////////////////////////////////////////
0206     /// \brief Load the vertex, geometry and fragment shaders from source codes in memory
0207     ///
0208     /// This function loads the vertex, geometry and fragment
0209     /// shaders. If one of them fails to load, the shader is left
0210     /// empty (the valid shader is unloaded).
0211     /// The sources must be valid shaders in GLSL language. GLSL is
0212     /// a C-like language dedicated to OpenGL shaders; you'll
0213     /// probably need to read a good documentation for it before
0214     /// writing your own shaders.
0215     ///
0216     /// \param vertexShader   String containing the source code of the vertex shader
0217     /// \param geometryShader String containing the source code of the geometry shader
0218     /// \param fragmentShader String containing the source code of the fragment shader
0219     ///
0220     /// \return True if loading succeeded, false if it failed
0221     ///
0222     /// \see loadFromFile, loadFromStream
0223     ///
0224     ////////////////////////////////////////////////////////////
0225     bool loadFromMemory(const std::string& vertexShader, const std::string& geometryShader, const std::string& fragmentShader);
0226 
0227     ////////////////////////////////////////////////////////////
0228     /// \brief Load the vertex, geometry or fragment shader from a custom stream
0229     ///
0230     /// This function loads a single shader, vertex, geometry
0231     /// or fragment, identified by the second argument.
0232     /// The source code must be a valid shader in GLSL language.
0233     /// GLSL is a C-like language dedicated to OpenGL shaders;
0234     /// you'll probably need to read a good documentation for it
0235     /// before writing your own shaders.
0236     ///
0237     /// \param stream Source stream to read from
0238     /// \param type   Type of shader (vertex, geometry or fragment)
0239     ///
0240     /// \return True if loading succeeded, false if it failed
0241     ///
0242     /// \see loadFromFile, loadFromMemory
0243     ///
0244     ////////////////////////////////////////////////////////////
0245     bool loadFromStream(InputStream& stream, Type type);
0246 
0247     ////////////////////////////////////////////////////////////
0248     /// \brief Load both the vertex and fragment shaders from custom streams
0249     ///
0250     /// This function loads both the vertex and the fragment
0251     /// shaders. If one of them fails to load, the shader is left
0252     /// empty (the valid shader is unloaded).
0253     /// The source codes must be valid shaders in GLSL language.
0254     /// GLSL is a C-like language dedicated to OpenGL shaders;
0255     /// you'll probably need to read a good documentation for
0256     /// it before writing your own shaders.
0257     ///
0258     /// \param vertexShaderStream   Source stream to read the vertex shader from
0259     /// \param fragmentShaderStream Source stream to read the fragment shader from
0260     ///
0261     /// \return True if loading succeeded, false if it failed
0262     ///
0263     /// \see loadFromFile, loadFromMemory
0264     ///
0265     ////////////////////////////////////////////////////////////
0266     bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream);
0267 
0268     ////////////////////////////////////////////////////////////
0269     /// \brief Load the vertex, geometry and fragment shaders from custom streams
0270     ///
0271     /// This function loads the vertex, geometry and fragment
0272     /// shaders. If one of them fails to load, the shader is left
0273     /// empty (the valid shader is unloaded).
0274     /// The source codes must be valid shaders in GLSL language.
0275     /// GLSL is a C-like language dedicated to OpenGL shaders;
0276     /// you'll probably need to read a good documentation for
0277     /// it before writing your own shaders.
0278     ///
0279     /// \param vertexShaderStream   Source stream to read the vertex shader from
0280     /// \param geometryShaderStream Source stream to read the geometry shader from
0281     /// \param fragmentShaderStream Source stream to read the fragment shader from
0282     ///
0283     /// \return True if loading succeeded, false if it failed
0284     ///
0285     /// \see loadFromFile, loadFromMemory
0286     ///
0287     ////////////////////////////////////////////////////////////
0288     bool loadFromStream(InputStream& vertexShaderStream, InputStream& geometryShaderStream, InputStream& fragmentShaderStream);
0289 
0290     ////////////////////////////////////////////////////////////
0291     /// \brief Specify value for \p float uniform
0292     ///
0293     /// \param name Name of the uniform variable in GLSL
0294     /// \param x    Value of the float scalar
0295     ///
0296     ////////////////////////////////////////////////////////////
0297     void setUniform(const std::string& name, float x);
0298 
0299     ////////////////////////////////////////////////////////////
0300     /// \brief Specify value for \p vec2 uniform
0301     ///
0302     /// \param name   Name of the uniform variable in GLSL
0303     /// \param vector Value of the vec2 vector
0304     ///
0305     ////////////////////////////////////////////////////////////
0306     void setUniform(const std::string& name, const Glsl::Vec2& vector);
0307 
0308     ////////////////////////////////////////////////////////////
0309     /// \brief Specify value for \p vec3 uniform
0310     ///
0311     /// \param name   Name of the uniform variable in GLSL
0312     /// \param vector Value of the vec3 vector
0313     ///
0314     ////////////////////////////////////////////////////////////
0315     void setUniform(const std::string& name, const Glsl::Vec3& vector);
0316 
0317     ////////////////////////////////////////////////////////////
0318     /// \brief Specify value for \p vec4 uniform
0319     ///
0320     /// This overload can also be called with sf::Color objects
0321     /// that are converted to sf::Glsl::Vec4.
0322     ///
0323     /// It is important to note that the components of the color are
0324     /// normalized before being passed to the shader. Therefore,
0325     /// they are converted from range [0 .. 255] to range [0 .. 1].
0326     /// For example, a sf::Color(255, 127, 0, 255) will be transformed
0327     /// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader.
0328     ///
0329     /// \param name   Name of the uniform variable in GLSL
0330     /// \param vector Value of the vec4 vector
0331     ///
0332     ////////////////////////////////////////////////////////////
0333     void setUniform(const std::string& name, const Glsl::Vec4& vector);
0334 
0335     ////////////////////////////////////////////////////////////
0336     /// \brief Specify value for \p int uniform
0337     ///
0338     /// \param name Name of the uniform variable in GLSL
0339     /// \param x    Value of the int scalar
0340     ///
0341     ////////////////////////////////////////////////////////////
0342     void setUniform(const std::string& name, int x);
0343 
0344     ////////////////////////////////////////////////////////////
0345     /// \brief Specify value for \p ivec2 uniform
0346     ///
0347     /// \param name   Name of the uniform variable in GLSL
0348     /// \param vector Value of the ivec2 vector
0349     ///
0350     ////////////////////////////////////////////////////////////
0351     void setUniform(const std::string& name, const Glsl::Ivec2& vector);
0352 
0353     ////////////////////////////////////////////////////////////
0354     /// \brief Specify value for \p ivec3 uniform
0355     ///
0356     /// \param name   Name of the uniform variable in GLSL
0357     /// \param vector Value of the ivec3 vector
0358     ///
0359     ////////////////////////////////////////////////////////////
0360     void setUniform(const std::string& name, const Glsl::Ivec3& vector);
0361 
0362     ////////////////////////////////////////////////////////////
0363     /// \brief Specify value for \p ivec4 uniform
0364     ///
0365     /// This overload can also be called with sf::Color objects
0366     /// that are converted to sf::Glsl::Ivec4.
0367     ///
0368     /// If color conversions are used, the ivec4 uniform in GLSL
0369     /// will hold the same values as the original sf::Color
0370     /// instance. For example, sf::Color(255, 127, 0, 255) is
0371     /// mapped to ivec4(255, 127, 0, 255).
0372     ///
0373     /// \param name   Name of the uniform variable in GLSL
0374     /// \param vector Value of the ivec4 vector
0375     ///
0376     ////////////////////////////////////////////////////////////
0377     void setUniform(const std::string& name, const Glsl::Ivec4& vector);
0378 
0379     ////////////////////////////////////////////////////////////
0380     /// \brief Specify value for \p bool uniform
0381     ///
0382     /// \param name Name of the uniform variable in GLSL
0383     /// \param x    Value of the bool scalar
0384     ///
0385     ////////////////////////////////////////////////////////////
0386     void setUniform(const std::string& name, bool x);
0387 
0388     ////////////////////////////////////////////////////////////
0389     /// \brief Specify value for \p bvec2 uniform
0390     ///
0391     /// \param name   Name of the uniform variable in GLSL
0392     /// \param vector Value of the bvec2 vector
0393     ///
0394     ////////////////////////////////////////////////////////////
0395     void setUniform(const std::string& name, const Glsl::Bvec2& vector);
0396 
0397     ////////////////////////////////////////////////////////////
0398     /// \brief Specify value for \p bvec3 uniform
0399     ///
0400     /// \param name   Name of the uniform variable in GLSL
0401     /// \param vector Value of the bvec3 vector
0402     ///
0403     ////////////////////////////////////////////////////////////
0404     void setUniform(const std::string& name, const Glsl::Bvec3& vector);
0405 
0406     ////////////////////////////////////////////////////////////
0407     /// \brief Specify value for \p bvec4 uniform
0408     ///
0409     /// \param name   Name of the uniform variable in GLSL
0410     /// \param vector Value of the bvec4 vector
0411     ///
0412     ////////////////////////////////////////////////////////////
0413     void setUniform(const std::string& name, const Glsl::Bvec4& vector);
0414 
0415     ////////////////////////////////////////////////////////////
0416     /// \brief Specify value for \p mat3 matrix
0417     ///
0418     /// \param name   Name of the uniform variable in GLSL
0419     /// \param matrix Value of the mat3 matrix
0420     ///
0421     ////////////////////////////////////////////////////////////
0422     void setUniform(const std::string& name, const Glsl::Mat3& matrix);
0423 
0424     ////////////////////////////////////////////////////////////
0425     /// \brief Specify value for \p mat4 matrix
0426     ///
0427     /// \param name   Name of the uniform variable in GLSL
0428     /// \param matrix Value of the mat4 matrix
0429     ///
0430     ////////////////////////////////////////////////////////////
0431     void setUniform(const std::string& name, const Glsl::Mat4& matrix);
0432 
0433     ////////////////////////////////////////////////////////////
0434     /// \brief Specify a texture as \p sampler2D uniform
0435     ///
0436     /// \a name is the name of the variable to change in the shader.
0437     /// The corresponding parameter in the shader must be a 2D texture
0438     /// (\p sampler2D GLSL type).
0439     ///
0440     /// Example:
0441     /// \code
0442     /// uniform sampler2D the_texture; // this is the variable in the shader
0443     /// \endcode
0444     /// \code
0445     /// sf::Texture texture;
0446     /// ...
0447     /// shader.setUniform("the_texture", texture);
0448     /// \endcode
0449     /// It is important to note that \a texture must remain alive as long
0450     /// as the shader uses it, no copy is made internally.
0451     ///
0452     /// To use the texture of the object being drawn, which cannot be
0453     /// known in advance, you can pass the special value
0454     /// sf::Shader::CurrentTexture:
0455     /// \code
0456     /// shader.setUniform("the_texture", sf::Shader::CurrentTexture).
0457     /// \endcode
0458     ///
0459     /// \param name    Name of the texture in the shader
0460     /// \param texture Texture to assign
0461     ///
0462     ////////////////////////////////////////////////////////////
0463     void setUniform(const std::string& name, const Texture& texture);
0464 
0465     ////////////////////////////////////////////////////////////
0466     /// \brief Specify current texture as \p sampler2D uniform
0467     ///
0468     /// This overload maps a shader texture variable to the
0469     /// texture of the object being drawn, which cannot be
0470     /// known in advance. The second argument must be
0471     /// sf::Shader::CurrentTexture.
0472     /// The corresponding parameter in the shader must be a 2D texture
0473     /// (\p sampler2D GLSL type).
0474     ///
0475     /// Example:
0476     /// \code
0477     /// uniform sampler2D current; // this is the variable in the shader
0478     /// \endcode
0479     /// \code
0480     /// shader.setUniform("current", sf::Shader::CurrentTexture);
0481     /// \endcode
0482     ///
0483     /// \param name Name of the texture in the shader
0484     ///
0485     ////////////////////////////////////////////////////////////
0486     void setUniform(const std::string& name, CurrentTextureType);
0487 
0488     ////////////////////////////////////////////////////////////
0489     /// \brief Specify values for \p float[] array uniform
0490     ///
0491     /// \param name        Name of the uniform variable in GLSL
0492     /// \param scalarArray pointer to array of \p float values
0493     /// \param length      Number of elements in the array
0494     ///
0495     ////////////////////////////////////////////////////////////
0496     void setUniformArray(const std::string& name, const float* scalarArray, std::size_t length);
0497 
0498     ////////////////////////////////////////////////////////////
0499     /// \brief Specify values for \p vec2[] array uniform
0500     ///
0501     /// \param name        Name of the uniform variable in GLSL
0502     /// \param vectorArray pointer to array of \p vec2 values
0503     /// \param length      Number of elements in the array
0504     ///
0505     ////////////////////////////////////////////////////////////
0506     void setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length);
0507 
0508     ////////////////////////////////////////////////////////////
0509     /// \brief Specify values for \p vec3[] array uniform
0510     ///
0511     /// \param name        Name of the uniform variable in GLSL
0512     /// \param vectorArray pointer to array of \p vec3 values
0513     /// \param length      Number of elements in the array
0514     ///
0515     ////////////////////////////////////////////////////////////
0516     void setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length);
0517 
0518     ////////////////////////////////////////////////////////////
0519     /// \brief Specify values for \p vec4[] array uniform
0520     ///
0521     /// \param name        Name of the uniform variable in GLSL
0522     /// \param vectorArray pointer to array of \p vec4 values
0523     /// \param length      Number of elements in the array
0524     ///
0525     ////////////////////////////////////////////////////////////
0526     void setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length);
0527 
0528     ////////////////////////////////////////////////////////////
0529     /// \brief Specify values for \p mat3[] array uniform
0530     ///
0531     /// \param name        Name of the uniform variable in GLSL
0532     /// \param matrixArray pointer to array of \p mat3 values
0533     /// \param length      Number of elements in the array
0534     ///
0535     ////////////////////////////////////////////////////////////
0536     void setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length);
0537 
0538     ////////////////////////////////////////////////////////////
0539     /// \brief Specify values for \p mat4[] array uniform
0540     ///
0541     /// \param name        Name of the uniform variable in GLSL
0542     /// \param matrixArray pointer to array of \p mat4 values
0543     /// \param length      Number of elements in the array
0544     ///
0545     ////////////////////////////////////////////////////////////
0546     void setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length);
0547 
0548     ////////////////////////////////////////////////////////////
0549     /// \brief Change a float parameter of the shader
0550     ///
0551     /// \deprecated Use setUniform(const std::string&, float) instead.
0552     ///
0553     ////////////////////////////////////////////////////////////
0554     SFML_DEPRECATED void setParameter(const std::string& name, float x);
0555 
0556     ////////////////////////////////////////////////////////////
0557     /// \brief Change a 2-components vector parameter of the shader
0558     ///
0559     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead.
0560     ///
0561     ////////////////////////////////////////////////////////////
0562     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y);
0563 
0564     ////////////////////////////////////////////////////////////
0565     /// \brief Change a 3-components vector parameter of the shader
0566     ///
0567     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead.
0568     ///
0569     ////////////////////////////////////////////////////////////
0570     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z);
0571 
0572     ////////////////////////////////////////////////////////////
0573     /// \brief Change a 4-components vector parameter of the shader
0574     ///
0575     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead.
0576     ///
0577     ////////////////////////////////////////////////////////////
0578     SFML_DEPRECATED void setParameter(const std::string& name, float x, float y, float z, float w);
0579 
0580     ////////////////////////////////////////////////////////////
0581     /// \brief Change a 2-components vector parameter of the shader
0582     ///
0583     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec2&) instead.
0584     ///
0585     ////////////////////////////////////////////////////////////
0586     SFML_DEPRECATED void setParameter(const std::string& name, const Vector2f& vector);
0587 
0588     ////////////////////////////////////////////////////////////
0589     /// \brief Change a 3-components vector parameter of the shader
0590     ///
0591     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec3&) instead.
0592     ///
0593     ////////////////////////////////////////////////////////////
0594     SFML_DEPRECATED void setParameter(const std::string& name, const Vector3f& vector);
0595 
0596     ////////////////////////////////////////////////////////////
0597     /// \brief Change a color parameter of the shader
0598     ///
0599     /// \deprecated Use setUniform(const std::string&, const Glsl::Vec4&) instead.
0600     ///
0601     ////////////////////////////////////////////////////////////
0602     SFML_DEPRECATED void setParameter(const std::string& name, const Color& color);
0603 
0604     ////////////////////////////////////////////////////////////
0605     /// \brief Change a matrix parameter of the shader
0606     ///
0607     /// \deprecated Use setUniform(const std::string&, const Glsl::Mat4&) instead.
0608     ///
0609     ////////////////////////////////////////////////////////////
0610     SFML_DEPRECATED void setParameter(const std::string& name, const Transform& transform);
0611 
0612     ////////////////////////////////////////////////////////////
0613     /// \brief Change a texture parameter of the shader
0614     ///
0615     /// \deprecated Use setUniform(const std::string&, const Texture&) instead.
0616     ///
0617     ////////////////////////////////////////////////////////////
0618     SFML_DEPRECATED void setParameter(const std::string& name, const Texture& texture);
0619 
0620     ////////////////////////////////////////////////////////////
0621     /// \brief Change a texture parameter of the shader
0622     ///
0623     /// \deprecated Use setUniform(const std::string&, CurrentTextureType) instead.
0624     ///
0625     ////////////////////////////////////////////////////////////
0626     SFML_DEPRECATED void setParameter(const std::string& name, CurrentTextureType);
0627 
0628     ////////////////////////////////////////////////////////////
0629     /// \brief Get the underlying OpenGL handle of the shader.
0630     ///
0631     /// You shouldn't need to use this function, unless you have
0632     /// very specific stuff to implement that SFML doesn't support,
0633     /// or implement a temporary workaround until a bug is fixed.
0634     ///
0635     /// \return OpenGL handle of the shader or 0 if not yet loaded
0636     ///
0637     ////////////////////////////////////////////////////////////
0638     unsigned int getNativeHandle() const;
0639 
0640     ////////////////////////////////////////////////////////////
0641     /// \brief Bind a shader for rendering
0642     ///
0643     /// This function is not part of the graphics API, it mustn't be
0644     /// used when drawing SFML entities. It must be used only if you
0645     /// mix sf::Shader with OpenGL code.
0646     ///
0647     /// \code
0648     /// sf::Shader s1, s2;
0649     /// ...
0650     /// sf::Shader::bind(&s1);
0651     /// // draw OpenGL stuff that use s1...
0652     /// sf::Shader::bind(&s2);
0653     /// // draw OpenGL stuff that use s2...
0654     /// sf::Shader::bind(NULL);
0655     /// // draw OpenGL stuff that use no shader...
0656     /// \endcode
0657     ///
0658     /// \param shader Shader to bind, can be null to use no shader
0659     ///
0660     ////////////////////////////////////////////////////////////
0661     static void bind(const Shader* shader);
0662 
0663     ////////////////////////////////////////////////////////////
0664     /// \brief Tell whether or not the system supports shaders
0665     ///
0666     /// This function should always be called before using
0667     /// the shader features. If it returns false, then
0668     /// any attempt to use sf::Shader will fail.
0669     ///
0670     /// \return True if shaders are supported, false otherwise
0671     ///
0672     ////////////////////////////////////////////////////////////
0673     static bool isAvailable();
0674 
0675     ////////////////////////////////////////////////////////////
0676     /// \brief Tell whether or not the system supports geometry shaders
0677     ///
0678     /// This function should always be called before using
0679     /// the geometry shader features. If it returns false, then
0680     /// any attempt to use sf::Shader geometry shader features will fail.
0681     ///
0682     /// This function can only return true if isAvailable() would also
0683     /// return true, since shaders in general have to be supported in
0684     /// order for geometry shaders to be supported as well.
0685     ///
0686     /// Note: The first call to this function, whether by your
0687     /// code or SFML will result in a context switch.
0688     ///
0689     /// \return True if geometry shaders are supported, false otherwise
0690     ///
0691     ////////////////////////////////////////////////////////////
0692     static bool isGeometryAvailable();
0693 
0694 private:
0695 
0696     ////////////////////////////////////////////////////////////
0697     /// \brief Compile the shader(s) and create the program
0698     ///
0699     /// If one of the arguments is NULL, the corresponding shader
0700     /// is not created.
0701     ///
0702     /// \param vertexShaderCode   Source code of the vertex shader
0703     /// \param geometryShaderCode Source code of the geometry shader
0704     /// \param fragmentShaderCode Source code of the fragment shader
0705     ///
0706     /// \return True on success, false if any error happened
0707     ///
0708     ////////////////////////////////////////////////////////////
0709     bool compile(const char* vertexShaderCode, const char* geometryShaderCode, const char* fragmentShaderCode);
0710 
0711     ////////////////////////////////////////////////////////////
0712     /// \brief Bind all the textures used by the shader
0713     ///
0714     /// This function each texture to a different unit, and
0715     /// updates the corresponding variables in the shader accordingly.
0716     ///
0717     ////////////////////////////////////////////////////////////
0718     void bindTextures() const;
0719 
0720     ////////////////////////////////////////////////////////////
0721     /// \brief Get the location ID of a shader uniform
0722     ///
0723     /// \param name Name of the uniform variable to search
0724     ///
0725     /// \return Location ID of the uniform, or -1 if not found
0726     ///
0727     ////////////////////////////////////////////////////////////
0728     int getUniformLocation(const std::string& name);
0729 
0730     ////////////////////////////////////////////////////////////
0731     /// \brief RAII object to save and restore the program
0732     ///        binding while uniforms are being set
0733     ///
0734     /// Implementation is private in the .cpp file.
0735     ///
0736     ////////////////////////////////////////////////////////////
0737     struct UniformBinder;
0738 
0739     ////////////////////////////////////////////////////////////
0740     // Types
0741     ////////////////////////////////////////////////////////////
0742     typedef std::map<int, const Texture*> TextureTable;
0743     typedef std::map<std::string, int> UniformTable;
0744 
0745     ////////////////////////////////////////////////////////////
0746     // Member data
0747     ////////////////////////////////////////////////////////////
0748     unsigned int m_shaderProgram;  //!< OpenGL identifier for the program
0749     int          m_currentTexture; //!< Location of the current texture in the shader
0750     TextureTable m_textures;       //!< Texture variables in the shader, mapped to their location
0751     UniformTable m_uniforms;       //!< Parameters location cache
0752 };
0753 
0754 } // namespace sf
0755 
0756 
0757 #endif // SFML_SHADER_HPP
0758 
0759 
0760 ////////////////////////////////////////////////////////////
0761 /// \class sf::Shader
0762 /// \ingroup graphics
0763 ///
0764 /// Shaders are programs written using a specific language,
0765 /// executed directly by the graphics card and allowing
0766 /// to apply real-time operations to the rendered entities.
0767 ///
0768 /// There are three kinds of shaders:
0769 /// \li %Vertex shaders, that process vertices
0770 /// \li Geometry shaders, that process primitives
0771 /// \li Fragment (pixel) shaders, that process pixels
0772 ///
0773 /// A sf::Shader can be composed of either a vertex shader
0774 /// alone, a geometry shader alone, a fragment shader alone,
0775 /// or any combination of them. (see the variants of the
0776 /// load functions).
0777 ///
0778 /// Shaders are written in GLSL, which is a C-like
0779 /// language dedicated to OpenGL shaders. You'll probably
0780 /// need to learn its basics before writing your own shaders
0781 /// for SFML.
0782 ///
0783 /// Like any C/C++ program, a GLSL shader has its own variables
0784 /// called \a uniforms that you can set from your C++ application.
0785 /// sf::Shader handles different types of uniforms:
0786 /// \li scalars: \p float, \p int, \p bool
0787 /// \li vectors (2, 3 or 4 components)
0788 /// \li matrices (3x3 or 4x4)
0789 /// \li samplers (textures)
0790 ///
0791 /// Some SFML-specific types can be converted:
0792 /// \li sf::Color as a 4D vector (\p vec4)
0793 /// \li sf::Transform as matrices (\p mat3 or \p mat4)
0794 ///
0795 /// Every uniform variable in a shader can be set through one of the
0796 /// setUniform() or setUniformArray() overloads. For example, if you
0797 /// have a shader with the following uniforms:
0798 /// \code
0799 /// uniform float offset;
0800 /// uniform vec3 point;
0801 /// uniform vec4 color;
0802 /// uniform mat4 matrix;
0803 /// uniform sampler2D overlay;
0804 /// uniform sampler2D current;
0805 /// \endcode
0806 /// You can set their values from C++ code as follows, using the types
0807 /// defined in the sf::Glsl namespace:
0808 /// \code
0809 /// shader.setUniform("offset", 2.f);
0810 /// shader.setUniform("point", sf::Vector3f(0.5f, 0.8f, 0.3f));
0811 /// shader.setUniform("color", sf::Glsl::Vec4(color));          // color is a sf::Color
0812 /// shader.setUniform("matrix", sf::Glsl::Mat4(transform));     // transform is a sf::Transform
0813 /// shader.setUniform("overlay", texture);                      // texture is a sf::Texture
0814 /// shader.setUniform("current", sf::Shader::CurrentTexture);
0815 /// \endcode
0816 ///
0817 /// The old setParameter() overloads are deprecated and will be removed in a
0818 /// future version. You should use their setUniform() equivalents instead.
0819 ///
0820 /// The special Shader::CurrentTexture argument maps the
0821 /// given \p sampler2D uniform to the current texture of the
0822 /// object being drawn (which cannot be known in advance).
0823 ///
0824 /// To apply a shader to a drawable, you must pass it as an
0825 /// additional parameter to the \ref RenderWindow::draw function:
0826 /// \code
0827 /// window.draw(sprite, &shader);
0828 /// \endcode
0829 ///
0830 /// ... which is in fact just a shortcut for this:
0831 /// \code
0832 /// sf::RenderStates states;
0833 /// states.shader = &shader;
0834 /// window.draw(sprite, states);
0835 /// \endcode
0836 ///
0837 /// In the code above we pass a pointer to the shader, because it may
0838 /// be null (which means "no shader").
0839 ///
0840 /// Shaders can be used on any drawable, but some combinations are
0841 /// not interesting. For example, using a vertex shader on a sf::Sprite
0842 /// is limited because there are only 4 vertices, the sprite would
0843 /// have to be subdivided in order to apply wave effects.
0844 /// Another bad example is a fragment shader with sf::Text: the texture
0845 /// of the text is not the actual text that you see on screen, it is
0846 /// a big texture containing all the characters of the font in an
0847 /// arbitrary order; thus, texture lookups on pixels other than the
0848 /// current one may not give you the expected result.
0849 ///
0850 /// Shaders can also be used to apply global post-effects to the
0851 /// current contents of the target (like the old sf::PostFx class
0852 /// in SFML 1). This can be done in two different ways:
0853 /// \li draw everything to a sf::RenderTexture, then draw it to
0854 ///     the main target using the shader
0855 /// \li draw everything directly to the main target, then use
0856 ///     sf::Texture::update(Window&) to copy its contents to a texture
0857 ///     and draw it to the main target using the shader
0858 ///
0859 /// The first technique is more optimized because it doesn't involve
0860 /// retrieving the target's pixels to system memory, but the
0861 /// second one doesn't impact the rendering process and can be
0862 /// easily inserted anywhere without impacting all the code.
0863 ///
0864 /// Like sf::Texture that can be used as a raw OpenGL texture,
0865 /// sf::Shader can also be used directly as a raw shader for
0866 /// custom OpenGL geometry.
0867 /// \code
0868 /// sf::Shader::bind(&shader);
0869 /// ... render OpenGL geometry ...
0870 /// sf::Shader::bind(NULL);
0871 /// \endcode
0872 ///
0873 /// \see sf::Glsl
0874 ///
0875 ////////////////////////////////////////////////////////////