/******************************************************************** ** Image Component Library (ICL) ** ** ** ** Copyright (C) 2006-2012 CITEC, University of Bielefeld ** ** Neuroinformatics Group ** ** Website: www.iclcv.org and ** ** http://opensource.cit-ec.de/projects/icl ** ** ** ** File : include/ICLQt/GLFragmentShader.h ** ** Module : ICLGeom ** ** Authors: Christof Elbrechter ** ** ** ** ** ** Commercial License ** ** ICL can be used commercially, please refer to our website ** ** www.iclcv.org for more details. ** ** ** ** GNU General Public License Usage ** ** Alternatively, this file may be used under the terms of the ** ** GNU General Public License version 3.0 as published by the ** ** Free Software Foundation and appearing in the file LICENSE.GPL ** ** included in the packaging of this file. Please review the ** ** following information to ensure the GNU General Public License ** ** version 3.0 requirements will be met: ** ** http://www.gnu.org/copyleft/gpl.html. ** ** ** ** The development of this software was supported by the ** ** Excellence Cluster EXC 277 Cognitive Interaction Technology. ** ** The Excellence Cluster EXC 277 is a grant of the Deutsche ** ** Forschungsgemeinschaft (DFG) in the context of the German ** ** Excellence Initiative. ** ** ** *********************************************************************/ #ifndef ICL_GL_FRAGMENT_SHADER_H #define ICL_GL_FRAGMENT_SHADER_H #include #include namespace icl{ /// Simple wrapper class for OpenGL 2.0 Fragment Shader Programs /** The GLFragmentShader class can be used to create simple fragment shader programs. */ class GLFragmentShader : public Uncopyable{ struct Data; Data *m_data; void create(); public: GLFragmentShader(const std::string &program, bool createOnFirstActivate=true) throw (ICLException); ~GLFragmentShader(); void activate(); /// deactivates the shader /** This function does not do anything, if the shader was not enabled before! */ void deactivate(); /// creates a deep copy of this shader /** The resulting copy does only use this instance's program string and is other than this independent. The copy is created in createOnFirstActivate mode */ GLFragmentShader *copy() const; }; } #endif