764ebe4ce2
Split UDPbase out. Change ShaderProgram to std::unique_ptr<ShaderProgram>. I think I may change Buffer_To_UDPPacketV to some kind of RAII style code.
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
#pragma once
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#include <map>
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#include <string>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class ShaderProgram
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{
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bool mUniformLocationsNeedRefresh;
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std::map<const std::string, GLint> UniformLocationCache;
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static GLint my_checkCompileSuccess (const GLuint, const GLenum);
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public:
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GLuint ID;
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ShaderProgram (const std::string&, const std::string&, const std::string&);
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GLint getCachedLoc (const std::string&);
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void RefreshUniformLocations (void);
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void Use (void);
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void Bool (const std::string&, const bool&);
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void Float (const std::string&, const float&);
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void Int (const std::string&, const int&);
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void Vec2 (const std::string&, const glm::vec2&);
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void Vec3 (const std::string&, const glm::vec3&);
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void Vec4 (const std::string&, const glm::vec4&);
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void Mat2 (const std::string&, const glm::mat2&);
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void Mat3 (const std::string&, const glm::mat3&);
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void Mat4 (const std::string&, const glm::mat4&);
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GLuint CompileShaderBuffer (const std::string&, const GLenum);
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GLuint Compile3ShaderBuffers (const std::string&, const std::string&, const std::string&);
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GLuint CompileShaderPath (const std::string&, const GLenum);
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GLint LinkProgram (void);
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};
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