handmade/include/shader.h

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#pragma once
#include <map>
#include <string>
#include <time.h>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SDL.h>
class ShaderProgram
{
/* TODO there's gotta be a better way of doing this! */
std::string mVertexPath, mGeometryPath, mFragmentPath;
SDL_TimerID mShaderWatchTimer;
/* most recent modification times for the three in order */
time_t mMtime[3];
bool mUniformLocationsNeedRefresh;
std::map<const std::string, GLint> UniformLocationCache;
static GLint my_checkCompileSuccess (const GLuint, const GLenum);
static Uint32 my_WatchShaderHelper (Uint32 interval, void* param);
GLint getCachedLoc (const std::string&);
public:
/*
* Set-able
*/
GLuint ID;
ShaderProgram (const std::string&, const std::string&, const std::string&);
~ShaderProgram (void);
/*
* gl* stuff. These modify the current `ID`.
*/
void RefreshUniformLocations (void);
void Use (void);
void Bool (const std::string&, const bool&);
void Float (const std::string&, const float&);
void Int (const std::string&, const int&);
void Vec2 (const std::string&, const glm::vec2&);
void Vec3 (const std::string&, const glm::vec3&);
void Vec4 (const std::string&, const glm::vec4&);
void Mat2 (const std::string&, const glm::mat2&);
void Mat3 (const std::string&, const glm::mat3&);
void Mat4 (const std::string&, const glm::mat4&);
/*
* Program/util stuff
*/
GLuint CompileShaderBuffer (const std::string&, const GLenum);
GLuint Compile3ShaderBuffers (const std::string&, const std::string&, const std::string&);
GLuint CompileShaderPath (const std::string&, const GLenum);
GLint LinkProgram (void);
/*
* Monitor the modification time of the loaded shaders
*/
void StartWatchingShader (void);
void StopWatchingShader (void);
bool NeedsReloading (bool);
const std::string& getVertexPath (void) const { return mVertexPath; }
const std::string& getGeometryPath (void) const { return mGeometryPath; }
const std::string& getFragmentPath (void) const { return mFragmentPath; }
};