handmade/include/shader.h

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#pragma once
#include <map>
#include <string>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class ShaderProgram
{
bool mUniformLocationsNeedRefresh;
std::map<const std::string, GLint> UniformLocationCache;
static GLint my_checkCompileSuccess (const GLuint id, const GLenum type);
public:
GLuint ID;
ShaderProgram (void);
ShaderProgram (const std::string&, const std::string&, const std::string&);
GLint getCachedLoc (const std::string&);
void RefreshUniformLocations (void);
void Use (void);
void Bool (const std::string&, const bool&value);
void Float (const std::string&, const float&value);
void Int (const std::string&, const int&value);
void Vec2 (const std::string&, const glm::vec2& value);
void Vec3 (const std::string&, const glm::vec3& value);
void Vec4 (const std::string&, const glm::vec4& value);
void Mat2 (const std::string&, const glm::mat2& value);
void Mat3 (const std::string&, const glm::mat3& value);
void Mat4 (const std::string&, const glm::mat4& value);
GLuint CompileShaderBuffer (const std::string&, const GLenum type);
GLuint CompileShaderPath (const std::string&, const GLenum type);
GLint LinkProgram (void);
};