setup complete - visible character
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41
include/logic/shader.h
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41
include/logic/shader.h
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#pragma once
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#include <glad/glad.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// General purpsoe shader object. Compiles from file, generates
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// compile/link-time error messages and hosts several utility
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// functions for easy management.
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class Shader
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{
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public:
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// State
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GLuint 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 GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource = nullptr); // Note: geometry source code is optional
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// Utility functions
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void SetFloat(const GLchar* name, GLfloat value, GLboolean useShader = false);
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void SetInteger(const GLchar* name, GLint value, GLboolean useShader = false);
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void SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader = false);
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void SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader = false);
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void SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader = false);
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void SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader = false);
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void SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader = false);
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void SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader = false);
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void SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean 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(GLuint object, std::string type);
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};
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