Files
vimix/Shader.h
brunoherbelin a36ec5ffeb Redefine shading classes: glsl program is now separate from shader
class, which are derived to manage uniform variables.
2020-03-29 00:22:56 +01:00

56 lines
1.1 KiB
C++

#ifndef __SHADER_H_
#define __SHADER_H_
#include <string>
#include <vector>
#include <glm/glm.hpp>
class ShadingProgram
{
public:
ShadingProgram();
void init(const std::string& vertex_code, const std::string& fragment_code);
bool initialized();
bool use();
template<typename T> void setUniform(const std::string& name, T val);
template<typename T> void setUniform(const std::string& name, T val1, T val2);
template<typename T> void setUniform(const std::string& name, T val1, T val2, T val3);
static void enduse();
private:
void checkCompileErr();
void checkLinkingErr();
void compile();
void link();
unsigned int vertex_id_, fragment_id_, id_;
std::string vertex_code_;
std::string fragment_code_;
static ShadingProgram *_currentProgram;
};
class Shader
{
public:
Shader();
virtual ~Shader() {}
virtual void use();
virtual void reset();
void setModelview(glm::mat4 m);
void setColor(glm::vec4 c);
protected:
glm::mat4 modelview;
glm::vec4 color;
bool shader_changed;
ShadingProgram program_;
std::string vertex_file;
std::string fragment_file;
};
#endif /* __SHADER_H_ */