Sources/Toolkits/OpenGL/Shaders/GLUProgram.h
/* |
File: GLUProgram.h |
Abstract: |
GLSL shader utility toolkit. |
Version: 1.2 |
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*/ |
// MacOS X |
#ifndef _GL_UTILITIES_PROGRAM_H_ |
#define _GL_UTILITIES_PROGRAM_H_ |
// Mac OS X frameworks |
#import <Cocoa/Cocoa.h> |
#import <OpenGL/OpenGL.h> |
// OpenGL container types |
#import "GLUContainers.h" |
#ifdef __cplusplus |
namespace GLU |
{ |
// In a large scale system architecture, instead of exposing the data |
// structure, one would hide all the instance variables and instead |
// expose a single opaque data reference. In this case our opaque data |
// reference is represented by a pointer to Query structure. The |
// details of this data structure are hidden and only exposed in the |
// implementation file. All subsequent methods then work with this |
// opaque data reference. |
typedef struct Program *ProgramRef; |
// Compile vertex and fragment shaders |
ProgramRef ProgramCreate(const bool& bUseAsPath, |
const String& rVertex, |
const String& rFragment); |
// Compile vertex and fragment shaders, with/without optional |
// geometry shader |
ProgramRef ProgramCreate(const bool& bUseAsPath, |
const String& rVertex, |
const String& rFragment, |
const String& rGeometry); |
// Compile vertex and fragment shaders |
ProgramRef ProgramCreate(const bool& bUseAsPath, |
CFStringRef pVertex, |
CFStringRef pFragment); |
// Compile vertex and fragment shaders, with/without optional |
// geometry shader |
ProgramRef ProgramCreate(const bool& bUseAsPath, |
CFStringRef pVertex, |
CFStringRef pFragment, |
CFStringRef pGeometry); |
// Make a deep copy of the program object |
ProgramRef ProgramCreateCopy(ProgramRef pProgramSrc); |
// Delete all the program object and shaders |
void ProgramDelete(ProgramRef pProgram); |
// Add attribute locations using key-value vector pairs |
bool ProgramAddAttributes(const UInts &rKeys, |
const Strings &rValues, |
ProgramRef pProgram); |
// Add attribute locations using key-value array pairs |
bool ProgramAddAttributes(CFArrayRef pKeys, |
CFArrayRef pValues, |
ProgramRef pProgram); |
// Add attribute locations using a dictionary |
bool ProgramAddAttributes(CFDictionaryRef pLocations, |
ProgramRef pProgram); |
// Add fragment locations using key-value vector pairs |
bool ProgramAddFragments(const UInts& rKeys, |
const Strings& rValues, |
ProgramRef pProgram); |
// Add fragment locations using key-value array pairs |
bool ProgramAddFragments(CFArrayRef pKeys, |
CFArrayRef pValues, |
ProgramRef pProgram); |
// Add fragment locations using a dictionary |
bool ProgramAddFragments(CFDictionaryRef pLocations, |
ProgramRef pProgram); |
// Add geometry shader inputs |
bool ProgramAddInputs(const GLenum& nInputType, |
const GLenum& nOutputType, |
const GLuint& nVerticesOut, |
ProgramRef pProgram); |
// Create a program object from shaders (that may include an |
// optional geometry shader) |
bool ProgramFinalize(ProgramRef pProgram); |
// Get the id associated with the program object |
GLuint ProgramGetHandle(ProgramRef pProgram); |
// Bind the program object |
bool ProgramBind(ProgramRef pProgram); |
} // GLU |
#endif |
#endif |
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