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