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shader.h
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shader.h
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#ifndef shader_hpp
#define shader_hpp
#include <string>
#include <iostream>
#include <vector>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
class Shader
{
public:
Shader();
~Shader();
unsigned int id;
void init(const std::string &vertexCode, const std::string &fragmentCode);
void init(const std::string &vertexCode, const std::string &fragmentCode,
const std::string &tessControlCode, const std::string &tessEvalCode);
void use();
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int 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 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;
private:
void checkCompileError(unsigned int shader, std::string type);
void checkLinkingError();
void compile();
void link();
unsigned int vertexId_, fragmentId_, tessControlId_, tessEvalId_;
std::string vertexCode_;
std::string fragmentCode_;
std::string tessControlCode_;
std::string tessEvalCode_;
};
#endif /* shader_hpp */