/******************************************************************** ** Image Component Library (ICL) ** ** ** ** Copyright (C) 2006-2013 CITEC, University of Bielefeld ** ** Neuroinformatics Group ** ** Website: www.iclcv.org and ** ** http://opensource.cit-ec.de/projects/icl ** ** ** ** File : ICLQt/src/ICLQt/GLFragmentShader.h ** ** Module : ICLQt ** ** Authors: Christof Elbrechter, Matthias Esau ** ** ** ** ** ** GNU LESSER GENERAL PUBLIC LICENSE ** ** This file may be used under the terms of the GNU Lesser General ** ** Public License version 3.0 as published by the ** ** ** ** Free Software Foundation and appearing in the file LICENSE.LGPL ** ** included in the packaging of this file. Please review the ** ** following information to ensure the license requirements will ** ** be met: http://www.gnu.org/licenses/lgpl-3.0.txt ** ** ** ** 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. ** ** ** ********************************************************************/ #pragma once #include #include #include #include #include namespace icl{ namespace qt{ /// Simple wrapper class for OpenGL 2.0 Fragment Shader Programs /** The GLFragmentShader class can be used to create simple fragment shader programs. */ class ICLQt_API GLFragmentShader : public utils::Uncopyable{ struct Data; Data *m_data; void create(); public: GLFragmentShader(const std::string &vertexProgram, const std::string &fragmentProgram, bool createOnFirstActivate=true) throw (utils::ICLException); ~GLFragmentShader(); void setUniform(const std::string var, const float &val); void setUniform(const std::string var, const int &val); void setUniform(const std::string var, const math::FixedMatrix &val); void setUniform(const std::string var, const std::vector > &val); void setUniform(const std::string var, const math::FixedColVector &val); 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; }; } // namespace qt }