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shader.h
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shader.h
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#ifndef SHADER_H
#define SHADER_H
#include "common.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include "OpenGLHelper.h"
#include <string>
class Shader
{
public:
unsigned int ID = 0;
bool isReady = false;
// Useless until you call build()
// Build from vertex and fragment shaders (could be combined using VERTEX and FRAGMENT #define)
void build(const char* vertexPath, const char* fragmentPath);
void _compile(const std::string* pvertexCode, const std::string* pfragmentCode);
// activate the shader
// ------------------------------------------------------------------------
void use() const;
// utility uniform functions (Not all are created. Add as necessary)
// ------------------------------------------------------------------------
void setBool(const std::string &name, bool value) const;
// ------------------------------------------------------------------------
void setInt(const std::string &name, int value) const;
void setUInt(const std::string &name, uint32_t value) const;
// ------------------------------------------------------------------------
void setFloat(const std::string &name, float value) const;
// ------------------------------------------------------------------------
void setVec2(const std::string &name, const glm::vec2 &value) const;
void setVec2(const std::string &name, float x, float y) const;
// ------------------------------------------------------------------------
void setVec2u(const std::string& name, const glm::uvec2& value) const;
void setVec2u(const std::string& name, unsigned int x, unsigned int y) const;
// ------------------------------------------------------------------------
void setVec3(const std::string &name, const glm::vec3 &value) const;
void setVec3(const std::string &name, float x, float y, float z) const;
// ------------------------------------------------------------------------
void setVec4(const std::string &name, const glm::vec4 &value) const;
void setVec4(const std::string &name, float x, float y, float z, float w) const;
// ------------------------------------------------------------------------
void setMat2(const std::string &name, const glm::mat2 &mat) const;
// ------------------------------------------------------------------------
void setMat3(const std::string &name, const glm::mat3 &mat) const;
// ------------------------------------------------------------------------
void setMat4(const std::string &name, const glm::mat4 &mat) const;
const std::string GetVertexPath() { return s_vertexPath; }
const std::string GetFragmentPath() { return s_fragmentPath; }
private:
std::string s_vertexPath;
std::string s_fragmentPath;
// utility function for checking shader compilation/linking errors.
// ------------------------------------------------------------------------
void checkCompileErrors(GLuint shader, std::string type);
};
#endif