33 lines
1.5 KiB
C++
33 lines
1.5 KiB
C++
#pragma once
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#include <string>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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class Shader
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{
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public:
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// state
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unsigned int ID;
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// constructor
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Shader() { }
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// sets the current shader as active
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Shader &Use();
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// compiles the shader from given source code
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void Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional
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// utility functions
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void SetFloat (const char *name, float value, bool useShader = false);
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void SetInteger (const char *name, int value, bool useShader = false);
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void SetVector2f (const char *name, float x, float y, bool useShader = false);
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void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
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void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
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void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
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void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
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void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
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void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
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private:
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// checks if compilation or linking failed and if so, print the error logs
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void checkCompileErrors(unsigned int object, std::string type);
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}; |