46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
#pragma once
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#include <filesystem>
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#include <glad/gl.h>
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#include <glm/glm.hpp>
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#include <optional>
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#include <string>
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#include <unordered_map>
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class ShaderProgram
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{
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public:
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struct Prototype
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{
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std::string name;
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std::string vertexPath;
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std::string fragmentPath;
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};
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ShaderProgram(Prototype prototype);
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~ShaderProgram();
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void bind() const;
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static void unbind();
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auto retrieveUniformLocation(std::string_view uniform_name) const -> GLint;
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// May be rewritten...
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void setUniform(const std::string &name, bool value) const;
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void setUniform(const std::string &name, int value) const;
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void setUniform(const std::string &name, float value) const;
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void setUniform(const std::string &name, glm::vec2 vector) const;
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void setUniform(const std::string &name, glm::vec3 vector) const;
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void setUniform(const std::string &name, glm::mat3 matrix) const;
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void setUniform(const std::string &name, glm::mat4 matrix) const;
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auto getShaderProgramId() const -> GLuint;
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private:
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static auto parse(const std::filesystem::path &path) -> std::optional<std::string>;
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static auto compile(const std::string &shaderSource, GLenum type) -> GLuint;
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GLuint m_shaderProgramId;
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mutable std::unordered_map<std::string, GLint> m_uniformLocationCache;
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};
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