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635 lines
24 KiB
635 lines
24 KiB
//////////////////////////////////////////////////////////// |
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// |
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// SFML - Simple and Fast Multimedia Library |
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// Copyright (C) 2007-2013 Laurent Gomila (laurent.gom@gmail.com) |
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// |
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// This software is provided 'as-is', without any express or implied warranty. |
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// In no event will the authors be held liable for any damages arising from the use of this software. |
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// |
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// Permission is granted to anyone to use this software for any purpose, |
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// including commercial applications, and to alter it and redistribute it freely, |
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// subject to the following restrictions: |
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// |
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// 1. The origin of this software must not be misrepresented; |
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// you must not claim that you wrote the original software. |
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// If you use this software in a product, an acknowledgment |
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// in the product documentation would be appreciated but is not required. |
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// |
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// 2. Altered source versions must be plainly marked as such, |
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// and must not be misrepresented as being the original software. |
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// |
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// 3. This notice may not be removed or altered from any source distribution. |
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// |
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//////////////////////////////////////////////////////////// |
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#ifndef SFML_SHADER_HPP |
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#define SFML_SHADER_HPP |
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//////////////////////////////////////////////////////////// |
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// Headers |
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//////////////////////////////////////////////////////////// |
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#include <SFML/Graphics/Export.hpp> |
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#include <SFML/Graphics/Transform.hpp> |
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#include <SFML/Graphics/Color.hpp> |
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#include <SFML/Window/GlResource.hpp> |
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#include <SFML/System/NonCopyable.hpp> |
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#include <SFML/System/Vector2.hpp> |
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#include <SFML/System/Vector3.hpp> |
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#include <map> |
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#include <string> |
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namespace sf |
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{ |
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class InputStream; |
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class Texture; |
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//////////////////////////////////////////////////////////// |
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/// \brief Shader class (vertex and fragment) |
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/// |
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//////////////////////////////////////////////////////////// |
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class SFML_GRAPHICS_API Shader : GlResource, NonCopyable |
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{ |
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public : |
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//////////////////////////////////////////////////////////// |
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/// \brief Types of shaders |
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/// |
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//////////////////////////////////////////////////////////// |
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enum Type |
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{ |
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Vertex, ///< Vertex shader |
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Fragment ///< Fragment (pixel) shader |
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}; |
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//////////////////////////////////////////////////////////// |
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/// \brief Special type/value that can be passed to setParameter, |
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/// and that represents the texture of the object being drawn |
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/// |
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//////////////////////////////////////////////////////////// |
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struct CurrentTextureType {}; |
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static CurrentTextureType CurrentTexture; |
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public : |
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//////////////////////////////////////////////////////////// |
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/// \brief Default constructor |
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/// |
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/// This constructor creates an invalid shader. |
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/// |
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//////////////////////////////////////////////////////////// |
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Shader(); |
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//////////////////////////////////////////////////////////// |
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/// \brief Destructor |
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/// |
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//////////////////////////////////////////////////////////// |
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~Shader(); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load either the vertex or fragment shader from a file |
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/// |
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/// This function loads a single shader, either vertex or |
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/// fragment, identified by the second argument. |
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/// The source must be a text file containing a valid |
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/// shader in GLSL language. GLSL is a C-like language |
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/// dedicated to OpenGL shaders; you'll probably need to |
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/// read a good documentation for it before writing your |
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/// own shaders. |
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/// |
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/// \param filename Path of the vertex or fragment shader file to load |
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/// \param type Type of shader (vertex or fragment) |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromMemory, loadFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromFile(const std::string& filename, Type type); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load both the vertex and fragment shaders from files |
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/// |
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/// This function loads both the vertex and the fragment |
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/// shaders. If one of them fails to load, the shader is left |
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/// empty (the valid shader is unloaded). |
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/// The sources must be text files containing valid shaders |
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/// in GLSL language. GLSL is a C-like language dedicated to |
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/// OpenGL shaders; you'll probably need to read a good documentation |
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/// for it before writing your own shaders. |
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/// |
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/// \param vertexShaderFilename Path of the vertex shader file to load |
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/// \param fragmentShaderFilename Path of the fragment shader file to load |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromMemory, loadFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load either the vertex or fragment shader from a source code in memory |
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/// |
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/// This function loads a single shader, either vertex or |
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/// fragment, identified by the second argument. |
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/// The source code must be a valid shader in GLSL language. |
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/// GLSL is a C-like language dedicated to OpenGL shaders; |
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/// you'll probably need to read a good documentation for |
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/// it before writing your own shaders. |
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/// |
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/// \param shader String containing the source code of the shader |
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/// \param type Type of shader (vertex or fragment) |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromFile, loadFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromMemory(const std::string& shader, Type type); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load both the vertex and fragment shaders from source codes in memory |
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/// |
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/// This function loads both the vertex and the fragment |
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/// shaders. If one of them fails to load, the shader is left |
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/// empty (the valid shader is unloaded). |
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/// The sources must be valid shaders in GLSL language. GLSL is |
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/// a C-like language dedicated to OpenGL shaders; you'll |
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/// probably need to read a good documentation for it before |
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/// writing your own shaders. |
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/// |
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/// \param vertexShader String containing the source code of the vertex shader |
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/// \param fragmentShader String containing the source code of the fragment shader |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromFile, loadFromStream |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load either the vertex or fragment shader from a custom stream |
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/// |
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/// This function loads a single shader, either vertex or |
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/// fragment, identified by the second argument. |
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/// The source code must be a valid shader in GLSL language. |
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/// GLSL is a C-like language dedicated to OpenGL shaders; |
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/// you'll probably need to read a good documentation for it |
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/// before writing your own shaders. |
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/// |
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/// \param stream Source stream to read from |
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/// \param type Type of shader (vertex or fragment) |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromFile, loadFromMemory |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromStream(InputStream& stream, Type type); |
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//////////////////////////////////////////////////////////// |
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/// \brief Load both the vertex and fragment shaders from custom streams |
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/// |
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/// This function loads both the vertex and the fragment |
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/// shaders. If one of them fails to load, the shader is left |
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/// empty (the valid shader is unloaded). |
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/// The source codes must be valid shaders in GLSL language. |
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/// GLSL is a C-like language dedicated to OpenGL shaders; |
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/// you'll probably need to read a good documentation for |
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/// it before writing your own shaders. |
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/// |
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/// \param vertexShaderStream Source stream to read the vertex shader from |
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/// \param fragmentShaderStream Source stream to read the fragment shader from |
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/// |
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/// \return True if loading succeeded, false if it failed |
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/// |
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/// \see loadFromFile, loadFromMemory |
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/// |
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//////////////////////////////////////////////////////////// |
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bool loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a float parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a float |
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/// (float GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform float myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", 5.2f); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param x Value to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, float x); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a 2-components vector parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 2x1 vector |
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/// (vec2 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec2 myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", 5.2f, 6.0f); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param x First component of the value to assign |
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/// \param y Second component of the value to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, float x, float y); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a 3-components vector parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 3x1 vector |
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/// (vec3 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec3 myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", 5.2f, 6.0f, -8.1f); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param x First component of the value to assign |
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/// \param y Second component of the value to assign |
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/// \param z Third component of the value to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, float x, float y, float z); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a 4-components vector parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 4x1 vector |
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/// (vec4 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec4 myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", 5.2f, 6.0f, -8.1f, 0.4f); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param x First component of the value to assign |
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/// \param y Second component of the value to assign |
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/// \param z Third component of the value to assign |
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/// \param w Fourth component of the value to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, float x, float y, float z, float w); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a 2-components vector parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 2x1 vector |
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/// (vec2 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec2 myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", sf::Vector2f(5.2f, 6.0f)); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param vector Vector to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, const Vector2f& vector); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a 3-components vector parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 3x1 vector |
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/// (vec3 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec3 myparam; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("myparam", sf::Vector3f(5.2f, 6.0f, -8.1f)); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param vector Vector to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, const Vector3f& vector); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a color parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 4x1 vector |
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/// (vec4 GLSL type). |
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/// |
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/// It is important to note that the components of the color are |
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/// normalized before being passed to the shader. Therefore, |
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/// they are converted from range [0 .. 255] to range [0 .. 1]. |
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/// For example, a sf::Color(255, 125, 0, 255) will be transformed |
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/// to a vec4(1.0, 0.5, 0.0, 1.0) in the shader. |
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/// |
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/// Example: |
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/// \code |
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/// uniform vec4 color; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("color", sf::Color(255, 128, 0, 255)); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param color Color to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, const Color& color); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a matrix parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 4x4 matrix |
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/// (mat4 GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform mat4 matrix; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// sf::Transform transform; |
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/// transform.translate(5, 10); |
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/// shader.setParameter("matrix", transform); |
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/// \endcode |
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/// |
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/// \param name Name of the parameter in the shader |
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/// \param transform Transform to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, const sf::Transform& transform); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a texture parameter of the shader |
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/// |
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/// \a name is the name of the variable to change in the shader. |
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/// The corresponding parameter in the shader must be a 2D texture |
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/// (sampler2D GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform sampler2D the_texture; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// sf::Texture texture; |
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/// ... |
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/// shader.setParameter("the_texture", texture); |
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/// \endcode |
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/// It is important to note that \a texture must remain alive as long |
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/// as the shader uses it, no copy is made internally. |
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/// |
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/// To use the texture of the object being draw, which cannot be |
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/// known in advance, you can pass the special value |
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/// sf::Shader::CurrentTexture: |
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/// \code |
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/// shader.setParameter("the_texture", sf::Shader::CurrentTexture). |
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/// \endcode |
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/// |
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/// \param name Name of the texture in the shader |
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/// \param texture Texture to assign |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, const Texture& texture); |
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//////////////////////////////////////////////////////////// |
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/// \brief Change a texture parameter of the shader |
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/// |
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/// This overload maps a shader texture variable to the |
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/// texture of the object being drawn, which cannot be |
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/// known in advance. The second argument must be |
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/// sf::Shader::CurrentTexture. |
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/// The corresponding parameter in the shader must be a 2D texture |
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/// (sampler2D GLSL type). |
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/// |
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/// Example: |
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/// \code |
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/// uniform sampler2D current; // this is the variable in the shader |
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/// \endcode |
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/// \code |
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/// shader.setParameter("current", sf::Shader::CurrentTexture); |
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/// \endcode |
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/// |
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/// \param name Name of the texture in the shader |
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/// |
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//////////////////////////////////////////////////////////// |
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void setParameter(const std::string& name, CurrentTextureType); |
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//////////////////////////////////////////////////////////// |
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/// \brief Bind a shader for rendering |
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/// |
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/// This function is not part of the graphics API, it mustn't be |
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/// used when drawing SFML entities. It must be used only if you |
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/// mix sf::Shader with OpenGL code. |
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/// |
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/// \code |
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/// sf::Shader s1, s2; |
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/// ... |
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/// sf::Shader::bind(&s1); |
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/// // draw OpenGL stuff that use s1... |
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/// sf::Shader::bind(&s2); |
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/// // draw OpenGL stuff that use s2... |
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/// sf::Shader::bind(NULL); |
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/// // draw OpenGL stuff that use no shader... |
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/// \endcode |
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/// |
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/// \param shader Shader to bind, can be null to use no shader |
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/// |
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//////////////////////////////////////////////////////////// |
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static void bind(const Shader* shader); |
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//////////////////////////////////////////////////////////// |
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/// \brief Tell whether or not the system supports shaders |
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/// |
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/// This function should always be called before using |
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/// the shader features. If it returns false, then |
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/// any attempt to use sf::Shader will fail. |
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/// |
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/// \return True if shaders are supported, false otherwise |
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/// |
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//////////////////////////////////////////////////////////// |
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static bool isAvailable(); |
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private : |
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//////////////////////////////////////////////////////////// |
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/// \brief Compile the shader(s) and create the program |
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/// |
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/// If one of the arguments is NULL, the corresponding shader |
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/// is not created. |
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/// |
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/// \param vertexShaderCode Source code of the vertex shader |
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/// \param fragmentShaderCode Source code of the fragment shader |
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/// |
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/// \return True on success, false if any error happened |
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/// |
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//////////////////////////////////////////////////////////// |
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bool compile(const char* vertexShaderCode, const char* fragmentShaderCode); |
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//////////////////////////////////////////////////////////// |
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/// \brief Bind all the textures used by the shader |
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/// |
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/// This function each texture to a different unit, and |
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/// updates the corresponding variables in the shader accordingly. |
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/// |
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//////////////////////////////////////////////////////////// |
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void bindTextures() const; |
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//////////////////////////////////////////////////////////// |
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/// \brief Get the location ID of a shader parameter |
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/// |
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/// \param name Name of the parameter to search |
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/// |
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/// \return Location ID of the parameter, or -1 if not found |
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/// |
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//////////////////////////////////////////////////////////// |
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int getParamLocation(const std::string& name); |
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//////////////////////////////////////////////////////////// |
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// Types |
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//////////////////////////////////////////////////////////// |
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typedef std::map<int, const Texture*> TextureTable; |
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typedef std::map<std::string, int> ParamTable; |
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//////////////////////////////////////////////////////////// |
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// Member data |
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//////////////////////////////////////////////////////////// |
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unsigned int m_shaderProgram; ///< OpenGL identifier for the program |
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int m_currentTexture; ///< Location of the current texture in the shader |
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TextureTable m_textures; ///< Texture variables in the shader, mapped to their location |
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ParamTable m_params; ///< Parameters location cache |
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}; |
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} // namespace sf |
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#endif // SFML_SHADER_HPP |
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//////////////////////////////////////////////////////////// |
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/// \class sf::Shader |
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/// \ingroup graphics |
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/// |
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/// Shaders are programs written using a specific language, |
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/// executed directly by the graphics card and allowing |
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/// to apply real-time operations to the rendered entities. |
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/// |
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/// There are two kinds of shaders: |
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/// \li Vertex shaders, that process vertices |
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/// \li Fragment (pixel) shaders, that process pixels |
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/// |
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/// A sf::Shader can be composed of either a vertex shader |
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/// alone, a fragment shader alone, or both combined |
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/// (see the variants of the load functions). |
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/// |
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/// Shaders are written in GLSL, which is a C-like |
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/// language dedicated to OpenGL shaders. You'll probably |
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/// need to learn its basics before writing your own shaders |
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/// for SFML. |
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/// |
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/// Like any C/C++ program, a shader has its own variables |
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/// that you can set from your C++ application. sf::Shader |
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/// handles 5 different types of variables: |
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/// \li floats |
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/// \li vectors (2, 3 or 4 components) |
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/// \li colors |
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/// \li textures |
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/// \li transforms (matrices) |
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/// |
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/// The value of the variables can be changed at any time |
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/// with the various overloads of the setParameter function: |
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/// \code |
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/// shader.setParameter("offset", 2.f); |
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/// shader.setParameter("point", 0.5f, 0.8f, 0.3f); |
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/// shader.setParameter("color", sf::Color(128, 50, 255)); |
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/// shader.setParameter("matrix", transform); // transform is a sf::Transform |
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/// shader.setParameter("overlay", texture); // texture is a sf::Texture |
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/// shader.setParameter("texture", sf::Shader::CurrentTexture); |
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/// \endcode |
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/// |
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/// The special Shader::CurrentTexture argument maps the |
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/// given texture variable to the current texture of the |
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/// object being drawn (which cannot be known in advance). |
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/// |
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/// To apply a shader to a drawable, you must pass it as an |
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/// additional parameter to the Draw function: |
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/// \code |
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/// window.draw(sprite, &shader); |
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/// \endcode |
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/// |
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/// ... which is in fact just a shortcut for this: |
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/// \code |
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/// sf::RenderStates states; |
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/// states.shader = &shader; |
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/// window.draw(sprite, states); |
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/// \endcode |
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/// |
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/// In the code above we pass a pointer to the shader, because it may |
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/// be null (which means "no shader"). |
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/// |
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/// Shaders can be used on any drawable, but some combinations are |
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/// not interesting. For example, using a vertex shader on a sf::Sprite |
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/// is limited because there are only 4 vertices, the sprite would |
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/// have to be subdivided in order to apply wave effects. |
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/// Another bad example is a fragment shader with sf::Text: the texture |
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/// of the text is not the actual text that you see on screen, it is |
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/// a big texture containing all the characters of the font in an |
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/// arbitrary order; thus, texture lookups on pixels other than the |
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/// current one may not give you the expected result. |
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/// |
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/// Shaders can also be used to apply global post-effects to the |
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/// current contents of the target (like the old sf::PostFx class |
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/// in SFML 1). This can be done in two different ways: |
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/// \li draw everything to a sf::RenderTexture, then draw it to |
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/// the main target using the shader |
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/// \li draw everything directly to the main target, then use |
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/// sf::Texture::update(Window&) to copy its contents to a texture |
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/// and draw it to the main target using the shader |
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/// |
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/// The first technique is more optimized because it doesn't involve |
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/// retrieving the target's pixels to system memory, but the |
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/// second one doesn't impact the rendering process and can be |
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/// easily inserted anywhere without impacting all the code. |
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/// |
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/// Like sf::Texture that can be used as a raw OpenGL texture, |
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/// sf::Shader can also be used directly as a raw shader for |
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/// custom OpenGL geometry. |
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/// \code |
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/// sf::Shader::bind(&shader); |
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/// ... render OpenGL geometry ... |
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/// sf::Shader::bind(NULL); |
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/// \endcode |
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/// |
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////////////////////////////////////////////////////////////
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