103 lines
4.1 KiB
C
103 lines
4.1 KiB
C
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2017 - ROLI Ltd.
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 5 End-User License
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Agreement and JUCE 5 Privacy Policy (both updated and effective as of the
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27th April 2017).
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End User License Agreement: www.juce.com/juce-5-licence
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Privacy Policy: www.juce.com/juce-5-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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/** Creates a graphics context object that will render into the given OpenGL target.
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The caller is responsible for deleting this object when no longer needed.
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*/
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LowLevelGraphicsContext* createOpenGLGraphicsContext (OpenGLContext&, int width, int height);
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/** Creates a graphics context object that will render into the given OpenGL framebuffer.
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The caller is responsible for deleting this object when no longer needed.
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*/
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LowLevelGraphicsContext* createOpenGLGraphicsContext (OpenGLContext&, OpenGLFrameBuffer&);
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/** Creates a graphics context object that will render into the given OpenGL framebuffer,
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with the given size.
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The caller is responsible for deleting this object when no longer needed.
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*/
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LowLevelGraphicsContext* createOpenGLGraphicsContext (OpenGLContext&,
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unsigned int frameBufferID,
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int width, int height);
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//==============================================================================
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/**
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Used to create custom shaders for use with an openGL 2D rendering context.
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Given a GL-based rendering context, you can write a fragment shader that applies some
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kind of per-pixel effect.
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@tags{OpenGL}
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*/
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struct JUCE_API OpenGLGraphicsContextCustomShader
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{
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/** Creates a custom shader.
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The shader code will not be compiled until actually needed, so it's OK to call this
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constructor when no GL context is active.
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The code should be a normal fragment shader. As well as the usual GLSL variables, there is
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also an automatically declared varying vec2 called "pixelPos", which indicates the pixel
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position within the graphics context of the pixel being drawn. There is also a varying value
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"pixelAlpha", which indicates the alpha by which the pixel should be multiplied, so that the
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edges of any clip-region masks are anti-aliased correctly.
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*/
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OpenGLGraphicsContextCustomShader (const String& fragmentShaderCode);
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/** Destructor. */
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~OpenGLGraphicsContextCustomShader();
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/** Returns the program, if it has been linked and is active.
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This can be called when you're about to use fillRect, to set up any uniforms/textures that
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the program may require.
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*/
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OpenGLShaderProgram* getProgram (LowLevelGraphicsContext&) const;
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/** Applies the shader to a rectangle within the graphics context. */
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void fillRect (LowLevelGraphicsContext&, Rectangle<int> area) const;
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/** Attempts to compile the program if necessary, and returns an error message if it fails. */
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Result checkCompilation (LowLevelGraphicsContext&);
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/** Returns the code that was used to create this object. */
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const String& getFragmentShaderCode() const noexcept { return code; }
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/** Optional lambda that will be called when the shader is activated, to allow
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user code to do setup tasks.
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*/
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std::function<void(OpenGLShaderProgram&)> onShaderActivated;
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private:
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String code, hashName;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLGraphicsContextCustomShader)
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};
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} // namespace juce
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