2024-08-10 01:57:59 +03:00

46 lines
1.4 KiB
C++

#pragma once
#include "typedefs.hpp"
#include <string>
#include <memory>
#include <unordered_map>
#include <glm/glm.hpp>
class GLSLExtension;
class Shader {
uint id;
std::unordered_map<std::string, uint> uniformLocations;
uint getUniformLocation(const std::string& name);
public:
static GLSLExtension* preprocessor;
Shader(uint id);
~Shader();
void use();
void uniformMatrix(const std::string&, glm::mat4 matrix);
void uniform1i(const std::string& name, int x);
void uniform1f(const std::string& name, float x);
void uniform2f(const std::string& name, float x, float y);
void uniform2f(const std::string& name, glm::vec2 xy);
void uniform2i(const std::string& name, glm::ivec2 xy);
void uniform3f(const std::string& name, float x, float y, float z);
void uniform3f(const std::string& name, glm::vec3 xyz);
/// @brief Create shader program using vertex and fragment shaders source.
/// @param vertexFile vertex shader file name
/// @param fragmentFile fragment shader file name
/// @param vertexSource vertex shader source code
/// @param fragmentSource fragment shader source code
/// @return linked shader program containing vertex and fragment shaders
static std::unique_ptr<Shader> create(
const std::string& vertexFile,
const std::string& fragmentFile,
const std::string& vertexSource,
const std::string& fragmentSource
);
};