Oolite 1.91.0.7646-241128-10e222e
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OOShaderMaterial.h
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1/*
2
3OOShaderMaterial.h
4
5Managers a combination of a shader program, textures and uniforms.
6
7
8Copyright (C) 2007-2013 Jens Ayton
9
10Permission is hereby granted, free of charge, to any person obtaining a copy
11of this software and associated documentation files (the "Software"), to deal
12in the Software without restriction, including without limitation the rights
13to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
14copies of the Software, and to permit persons to whom the Software is
15furnished to do so, subject to the following conditions:
16
17The above copyright notice and this permission notice shall be included in all
18copies or substantial portions of the Software.
19
20THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
23AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
24LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
25OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26SOFTWARE.
27
28*/
29
30#import "OOBasicMaterial.h"
31#import "OOWeakReference.h"
32#import "OOMaths.h"
33
34
35#if OO_SHADERS
36
37
38@class OOShaderProgram, OOTexture;
39
40
41enum
42{
43 // Conversion settings for uniform bindings
44 kOOUniformConvertClamp = 0x0001U,
45 kOOUniformConvertNormalize = 0x0002U,
46 kOOUniformConvertToMatrix = 0x0004U,
47 kOOUniformBindToSuperTarget = 0x0008U,
48
49 kOOUniformConvertDefaults = kOOUniformConvertToMatrix | kOOUniformBindToSuperTarget
50};
51typedef uint16_t OOUniformConvertOptions;
52
53
54@interface OOShaderMaterial: OOBasicMaterial
55{
56@private
57 OOShaderProgram *shaderProgram;
58 NSMutableDictionary *uniforms;
59
60 uint32_t texCount;
61 OOTexture **textures;
62
63 OOWeakReference *bindingTarget;
64}
65
66+ (BOOL)configurationDictionarySpecifiesShaderMaterial:(NSDictionary *)configuration;
67
68/* Set up an OOShaderMaterial.
69
70 Configuration should be a dictionary equivalent to an entry in a
71 shipdata.plist "shaders" dictionary. Specifically, keys OOShaderMaterial
72 will look for are currently:
73 textures array of texture file names.
74 vertex_shader name of vertex shader file.
75 fragment_shader name of fragment shader file.
76 uniforms dictionary of uniforms. Values are either reals or
77 dictionaries containing:
78 type "int", "texture" or "float"
79 value number
80 gloss gloss value of material, float between 0.0 and 1.0, defaults to 0.5
81
82 Macros is a dictionary which is converted to macro definitions and
83 prepended to shader source code. It should be used to specify the
84 availability if uniforms you tend to register, and other macros such as
85 bug fix identifiers. For example, the
86 dictionary:
87 { "OO_ENGINE_LEVEL" = 1; }
88
89 will be transformed into:
90 #define OO_ENGINE_LEVEL 1
91*/
92+ (instancetype) shaderMaterialWithName:(NSString *)name
93 configuration:(NSDictionary *)configuration
94 macros:(NSDictionary *)macros
95 bindingTarget:(id<OOWeakReferenceSupport>)target;
96
97- (id) initWithName:(NSString *)name
98 configuration:(NSDictionary *)configuration
99 macros:(NSDictionary *)macros
100 bindingTarget:(id<OOWeakReferenceSupport>)target;
101
102/* Bind a uniform to a property of an object.
103
104 SelectorName should specify a method of source which returns the desired
105 value; it will be called every time -apply is, assuming uniformName is
106 used in the shader. (If not, OOShaderMaterial will not track the binding.)
107
108 A bound method must not take any parameters, and must return one of the
109 following types:
110 * Any integer or float type.
111 * NSNumber.
112 * Vector.
113 * Quaternion.
114 * OOMatrix.
115 * OOColor.
116
117 The "convert" flag has different meanings for different types:
118 * For int, float or NSNumber, it clamps to the range [0..1].
119 * For Vector, it normalizes.
120 * For Quaternion, it converts to a rotation matrix (instead of a vector).
121
122 NOTE: this method *does not* check against the whitelist. See
123 -bindSafeUniform:toObject:propertyNamed:convertOptions: below.
124*/
125- (BOOL) bindUniform:(NSString *)uniformName
126 toObject:(id<OOWeakReferenceSupport>)target
127 property:(SEL)selector
128 convertOptions:(OOUniformConvertOptions)options;
129
130/* Bind a uniform to a property of an object.
131
132 This is similar to -bindUniform:toObject:property:convertOptions:, except
133 that it checks against OOUniformBindingPermitted().
134*/
135- (BOOL) bindSafeUniform:(NSString *)uniformName
136 toObject:(id<OOWeakReferenceSupport>)target
137 propertyNamed:(NSString *)property
138 convertOptions:(OOUniformConvertOptions)options;
139
140/* Set a uniform value.
141*/
142- (void) setUniform:(NSString *)uniformName intValue:(int)value;
143- (void) setUniform:(NSString *)uniformName floatValue:(float)value;
144- (void) setUniform:(NSString *)uniformName vectorValue:(GLfloat[4])value;
145- (void) setUniform:(NSString *)uniformName vectorObjectValue:(id)value; // Array of four numbers, or something that can be OOVectorFromObject()ed.
146- (void) setUniform:(NSString *)uniformName quaternionValue:(Quaternion)value asMatrix:(BOOL)asMatrix;
147
148/* Add constant uniforms. Same format as uniforms dictionary of configuration
149 parameter to -initWithConfiguration:macros:. The target parameter is used
150 for bindings.
151
152 Additionally, the target may implement the following method, used to seed
153 any random bindings:
154 - (uint32_t) randomSeedForShaders;
155*/
156-(void) addUniformsFromDictionary:(NSDictionary *)uniformDefs withBindingTarget:(id<OOWeakReferenceSupport>)target;
157
158@end
159
160
161@interface NSObject (ShaderBindingHierarchy)
162
163/* Informal protocol for objects to "forward" their shader bindings up a
164 hierarchy (for instance, subentities to parent entities).
165*/
166- (id<OOWeakReferenceSupport>) superShaderBindingTarget;
167
168@end
169
170
171enum
172{
173 /* ID of vertex attribute used for tangents. A fixed ID is used for
174 simplicty.
175 NOTE: on Nvidia hardware, attribute 15 is aliased to
176 gl_MultiTexCoord7. This is not expected to become a problem.
177 */
178 kTangentAttributeIndex = 15
179};
180
181
182/* OOUniformBindingPermitted()
183
184 Predicate determining whether a given property may be used as a binding.
185 Client code is responsible for implementing this.
186*/
187BOOL OOUniformBindingPermitted(NSString *propertyName, id bindingTarget);
188
189
190@interface NSObject (OOShaderMaterialTargetOptional)
191
192- (uint32_t) randomSeedForShaders;
193
194@end
195
196
197// Material specifier dictionary keys.
198extern NSString * const kOOVertexShaderSourceKey;
199extern NSString * const kOOVertexShaderNameKey;
200extern NSString * const kOOFragmentShaderSourceKey;
201extern NSString * const kOOFragmentShaderNameKey;
202extern NSString * const kOOTexturesKey;
203extern NSString * const kOOTextureObjectsKey;
204extern NSString * const kOOUniformsKey;
205extern NSString * const kOOIsSynthesizedMaterialConfigurationKey;
206extern NSString * const kOOIsSynthesizedMaterialMacrosKey;
207
208#endif // OO_SHADERS
BOOL OOUniformBindingPermitted(NSString *propertyName, id bindingTarget)