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00024 #ifndef GLBACKEND_HPP
00025 #define GLBACKEND_HPP
00026
00027 #include "ShVariableType.hpp"
00028 #include "ShProgram.hpp"
00029 #include "ShStream.hpp"
00030 #include "ShTextureNode.hpp"
00031
00032 #ifdef WIN32
00033
00034 #include <windows.h>
00035
00036 #include <GL/gl.h>
00037 #include <GL/glext.h>
00038 #include <GL/wglext.h>
00039
00040 extern PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
00041 extern PFNGLBINDPROGRAMARBPROC glBindProgramARB;
00042 extern PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
00043 extern PFNGLPROGRAMENVPARAMETER4FVARBPROC glProgramEnvParameter4fvARB;
00044 extern PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
00045 extern PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
00046 extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
00047
00048 extern PFNGLTEXIMAGE3DPROC glTexImage3D;
00049 extern PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D;
00050
00051
00052 extern PFNWGLGETPIXELFORMATATTRIBIVARBPROC wglGetPixelFormatAttribivARB;
00053 extern PFNWGLGETPIXELFORMATATTRIBFVARBPROC wglGetPixelFormatAttribfvARB;
00054 extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
00055
00056
00057 extern PFNWGLCREATEPBUFFERARBPROC wglCreatePbufferARB;
00058 extern PFNWGLGETPBUFFERDCARBPROC wglGetPbufferDCARB;
00059 extern PFNWGLRELEASEPBUFFERDCARBPROC wglReleasePbufferDCARB;
00060 extern PFNWGLDESTROYPBUFFERARBPROC wglDestroyPbufferARB;
00061 extern PFNWGLQUERYPBUFFERARBPROC wglQueryPbufferARB;
00062
00063 extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
00064 extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
00065 extern PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB;
00066 extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
00067 extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
00068 extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
00069 extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
00070 extern PFNGLUNIFORM2FARBPROC glUniform2fARB;
00071 extern PFNGLUNIFORM3FARBPROC glUniform3fARB;
00072 extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
00073 extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
00074 extern PFNGLUNIFORM2IARBPROC glUniform2iARB;
00075 extern PFNGLUNIFORM3IARBPROC glUniform3iARB;
00076 extern PFNGLUNIFORM4IARBPROC glUniform4iARB;
00077 extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
00078 extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
00079 extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
00080 extern PFNGLDETACHOBJECTARBPROC glDetachObjectARB;
00081 extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
00082 extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
00083 extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
00084 extern PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB;
00085
00086
00087
00088 #else
00089
00090 #define GL_GLEXT_VERBOSE 1
00091 #define GL_GLEXT_PROTOTYPES 1
00092
00093 #ifdef __APPLE__
00094 #include <OpenGL/OpenGL.h>
00095 #include <OpenGL/gl.h>
00096 #include <OpenGL/glext.h>
00097 #else
00098 #include <GL/gl.h>
00099 #include <GL/glext.h>
00100 #include <GL/glx.h>
00101 #endif
00102
00103 #endif
00104
00105 namespace shgl {
00106
00107 struct TextureStrategy {
00108 virtual ~TextureStrategy() {}
00109 virtual TextureStrategy* create() = 0;
00110 virtual void bindTexture(const SH::ShTextureNodePtr& texture,
00111 GLenum target) = 0;
00112 };
00113
00114 struct StreamStrategy {
00115 virtual ~StreamStrategy() {}
00116 virtual StreamStrategy* create() = 0;
00117 virtual void execute(const SH::ShProgramNodeCPtr& program, SH::ShStream& dest) = 0;
00118 };
00119
00120 struct CodeStrategy {
00121 virtual ~CodeStrategy() {}
00122 virtual CodeStrategy* create() = 0;
00123 virtual SH::ShBackendCodePtr generate(const std::string& target,
00124 const SH::ShProgramNodeCPtr& shader,
00125 TextureStrategy* texture) = 0;
00126
00127
00128
00129 virtual SH::ShBackendSetPtr generate_set(const SH::ShProgramSet& s);
00130 virtual bool use_default_set() const;
00131
00132 virtual void unbind_all_programs();
00133 virtual bool use_default_unbind_all() const;
00134 };
00135
00136 class GlBackend : public SH::ShBackend {
00137 public:
00138 virtual SH::ShBackendCodePtr generate_code(const std::string& target,
00139 const SH::ShProgramNodeCPtr& shader);
00140 virtual SH::ShBackendSetPtr generate_set(const SH::ShProgramSet& s);
00141 virtual void unbind_all_programs();
00142
00143
00144 virtual void execute(const SH::ShProgramNodeCPtr& program, SH::ShStream& dest);
00145
00146 protected:
00147 GlBackend(CodeStrategy* code, TextureStrategy* texture, StreamStrategy* stream);
00148
00149 private:
00150 CodeStrategy* m_code;
00151 TextureStrategy* m_texture;
00152 StreamStrategy* m_stream;
00153
00154
00155 GlBackend(const GlBackend& other);
00156 GlBackend& operator=(const GlBackend& other);
00157 };
00158
00159 void shGlCheckError(const char* desc, const char* file, int line);
00160
00161
00162
00163
00164
00165 GLenum shGlType(SH::ShValueType valueType, SH::ShValueType &convertedType);
00166
00167 }
00168
00169 #define SH_GL_CHECK_ERROR(op) \
00170 op;shGlCheckError( # op, (char*) __FILE__, (int) __LINE__);
00171
00172
00173
00174 #endif