41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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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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ShaderProgram(const std::string &name, const std::string &vertexShaderPath, const std::string &fragmentShaderPath);
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ShaderProgram(const std::string &name, const std::string &vertexShaderPath, const std::string &geometryShaderPath,
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const std::string &fragmentShaderPath);
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~ShaderProgram();
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void bind();
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void unbind();
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GLint retrieveUniformLocation(const std::string &name) const;
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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::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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public:
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GLuint getShaderProgramId();
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std::string getUniqueName();
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private:
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std::string parse(const std::string &filename);
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GLuint compile(const std::string &shaderSource, GLenum type);
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private:
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GLuint shaderProgramId;
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std::string unique_name;
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mutable std::unordered_map<std::string, GLint> uniformLocationCache;
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};
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