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00020 #ifndef GLBACKEND_HPP
00021 #define GLBACKEND_HPP
00022
00023 #include "ShVariableType.hpp"
00024 #include "ShProgram.hpp"
00025 #include "ShStream.hpp"
00026 #include "ShTextureNode.hpp"
00027
00028 #ifdef WIN32
00029
00030 #include <windows.h>
00031
00032 #include <GL/gl.h>
00033 #include <GL/glext.h>
00034 #include <GL/wglext.h>
00035
00036 extern PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
00037 extern PFNGLBINDPROGRAMARBPROC glBindProgramARB;
00038 extern PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
00039 extern PFNGLPROGRAMENVPARAMETER4FVARBPROC glProgramEnvParameter4fvARB;
00040 extern PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
00041 extern PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
00042 extern PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
00043
00044 extern PFNGLTEXIMAGE3DPROC glTexImage3D;
00045 extern PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D;
00046
00047
00048 extern PFNWGLGETPIXELFORMATATTRIBIVARBPROC wglGetPixelFormatAttribivARB;
00049 extern PFNWGLGETPIXELFORMATATTRIBFVARBPROC wglGetPixelFormatAttribfvARB;
00050 extern PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB;
00051
00052
00053 extern PFNWGLCREATEPBUFFERARBPROC wglCreatePbufferARB;
00054 extern PFNWGLGETPBUFFERDCARBPROC wglGetPbufferDCARB;
00055 extern PFNWGLRELEASEPBUFFERDCARBPROC wglReleasePbufferDCARB;
00056 extern PFNWGLDESTROYPBUFFERARBPROC wglDestroyPbufferARB;
00057 extern PFNWGLQUERYPBUFFERARBPROC wglQueryPbufferARB;
00058
00059 extern PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
00060 extern PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
00061 extern PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB;
00062 extern PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
00063 extern PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
00064 extern PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
00065 extern PFNGLUNIFORM1FARBPROC glUniform1fARB;
00066 extern PFNGLUNIFORM2FARBPROC glUniform2fARB;
00067 extern PFNGLUNIFORM3FARBPROC glUniform3fARB;
00068 extern PFNGLUNIFORM4FARBPROC glUniform4fARB;
00069 extern PFNGLUNIFORM1IARBPROC glUniform1iARB;
00070 extern PFNGLUNIFORM2IARBPROC glUniform2iARB;
00071 extern PFNGLUNIFORM3IARBPROC glUniform3iARB;
00072 extern PFNGLUNIFORM4IARBPROC glUniform4iARB;
00073 extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
00074 extern PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
00075 extern PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
00076 extern PFNGLDETACHOBJECTARBPROC glDetachObjectARB;
00077 extern PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
00078 extern PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
00079 extern PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
00080 extern PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB;
00081
00082
00083
00084 #else
00085
00086 #define GL_GLEXT_VERBOSE 1
00087 #define GL_GLEXT_PROTOTYPES 1
00088
00089 #ifdef __APPLE__
00090 #include <OpenGL/OpenGL.h>
00091 #include <OpenGL/gl.h>
00092 #include <OpenGL/glext.h>
00093 #else
00094 #include <GL/gl.h>
00095 #include <GL/glext.h>
00096 #include <GL/glx.h>
00097 #endif
00098
00099 #endif
00100
00101 namespace shgl {
00102
00103 struct TextureStrategy {
00104 virtual ~TextureStrategy() {}
00105 virtual TextureStrategy* create() = 0;
00106 virtual void bindTexture(const SH::ShTextureNodePtr& texture,
00107 GLenum target) = 0;
00108 };
00109
00110 struct StreamStrategy {
00111 virtual ~StreamStrategy() {}
00112 virtual StreamStrategy* create() = 0;
00113 virtual void execute(const SH::ShProgramNodeCPtr& program, SH::ShStream& dest) = 0;
00114 };
00115
00116 struct CodeStrategy {
00117 virtual ~CodeStrategy() {}
00118 virtual CodeStrategy* create() = 0;
00119 virtual SH::ShBackendCodePtr generate(const std::string& target,
00120 const SH::ShProgramNodeCPtr& shader,
00121 TextureStrategy* texture) = 0;
00122
00123
00124
00125 virtual SH::ShBackendSetPtr generate_set(const SH::ShProgramSet& s);
00126 virtual bool use_default_set() const;
00127
00128 virtual void unbind_all_programs();
00129 virtual bool use_default_unbind_all() const;
00130 };
00131
00132 class GlBackend : public SH::ShBackend {
00133 public:
00134 virtual SH::ShBackendCodePtr generate_code(const std::string& target,
00135 const SH::ShProgramNodeCPtr& shader);
00136 virtual SH::ShBackendSetPtr generate_set(const SH::ShProgramSet& s);
00137 virtual void unbind_all_programs();
00138
00139
00140 virtual void execute(const SH::ShProgramNodeCPtr& program, SH::ShStream& dest);
00141
00142 protected:
00143 GlBackend(CodeStrategy* code, TextureStrategy* texture, StreamStrategy* stream);
00144
00145 private:
00146 CodeStrategy* m_code;
00147 TextureStrategy* m_texture;
00148 StreamStrategy* m_stream;
00149
00150
00151 GlBackend(const GlBackend& other);
00152 GlBackend& operator=(const GlBackend& other);
00153 };
00154
00155 void shGlCheckError(const char* desc, const char* file, int line);
00156
00157
00158
00159
00160
00161 GLenum shGlType(SH::ShValueType valueType, SH::ShValueType &convertedType);
00162
00163 }
00164
00165 #define SH_GL_CHECK_ERROR(op) \
00166 op;shGlCheckError( # op, (char*) __FILE__, (int) __LINE__);
00167
00168
00169
00170 #endif