Sources/Classes/Application/Model/OpenGL/Shaders/OpenGLShader.h
//--------------------------------------------------------------------------- |
// |
// File: OpenGLShader.h |
// |
// Abstract: A utility toolkit for managing shaders along with their |
// uniforms |
// |
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// |
//--------------------------------------------------------------------------- |
#import "OpenGLShaderBase.h" |
//--------------------------------------------------------------------------- |
// |
// OpenGL Shader |
// |
//--------------------------------------------------------------------------- |
typedef struct OpenGLShaderData *OpenGLShaderDataRef; |
//--------------------------------------------------------------------------- |
@interface OpenGLShader : OpenGLShaderBase |
{ |
@private |
OpenGLShaderDataRef mpShader; |
} // OpenGLShader |
//--------------------------------------------------------------------------- |
// |
// Designated initializer |
// |
//--------------------------------------------------------------------------- |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation; |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
uniforms:(NSDictionary *)theUniformsDescription; |
- (id) initShaderWithSourcesInAppBundle:(NSString *)theShadersName |
validate:(const BOOL)theShaderNeedsValidation |
textures:(NSDictionary *)theTexturesDescription |
uniforms:(NSDictionary *)theUniformsDescription; |
//--------------------------------------------------------------------------- |
// |
// Accessors |
// |
//--------------------------------------------------------------------------- |
- (NSMutableDictionary *) textures; |
- (NSMutableDictionary *) uniforms; |
- (void) setTexturesDictionary:(NSDictionary *)theTextures; |
- (void) setUniformsDictionary:(NSDictionary *)theUniforms; |
//--------------------------------------------------------------------------- |
// |
// Setting uniforms values in our stored dictionary of key-value pairs |
// |
//--------------------------------------------------------------------------- |
- (void) setUniformWithIntegers:(NSString *)theUniformName |
scalar:(const GLint)theUniformScalar; |
- (void) setUniformWithFloats:(NSString *)theUniformName |
scalar:(const GLfloat)theUniformScalar; |
- (void) setUniformWithFloatVectors3:(NSString *)theUniformName |
vectors:(const GLfloat *)theUniformVectors |
count:(const GLuint)theUniformCount; |
- (void) setUniformWithFloatMatrices3x3:(NSString *)theUniformName |
tanspose:(const GLboolean)theTransposeFlag |
matrices:(const GLfloat *)theUniformMatrices |
count:(const GLuint)theUniformCount; |
//--------------------------------------------------------------------------- |
// |
// A generic method to draw a 2D/3D object. Once subclassed, one must |
// implement this method - so that a particular shader unit is bound to |
// an actual 2D/3D object. |
// |
//--------------------------------------------------------------------------- |
- (BOOL) draw; |
//--------------------------------------------------------------------------- |
// |
// For setting the actual GLSL uniform values within a shader program object |
// |
//--------------------------------------------------------------------------- |
- (void) bindUniforms; |
//--------------------------------------------------------------------------- |
// |
// Shader Execution |
// |
//--------------------------------------------------------------------------- |
- (void) execute; |
@end |
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