#pragma once #include #include #include #include #include #include #include #include // General purpsoe shader object. Compiles from file, generates // compile/link-time error messages and hosts several utility // functions for easy management. class Shader { public: // State GLuint ID; // Constructor Shader() { } // Sets the current shader as active Shader& Use(); // Compiles the shader from given source code void Compile(const GLchar* vertexSource, const GLchar* fragmentSource, const GLchar* geometrySource = nullptr); // Note: geometry source code is optional // Utility functions void SetFloat(const GLchar* name, GLfloat value, GLboolean useShader = false); void SetInteger(const GLchar* name, GLint value, GLboolean useShader = false); void SetVector2f(const GLchar* name, GLfloat x, GLfloat y, GLboolean useShader = false); void SetVector2f(const GLchar* name, const glm::vec2& value, GLboolean useShader = false); void SetVector3f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader = false); void SetVector3f(const GLchar* name, const glm::vec3& value, GLboolean useShader = false); void SetVector4f(const GLchar* name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader = false); void SetVector4f(const GLchar* name, const glm::vec4& value, GLboolean useShader = false); void SetMatrix4(const GLchar* name, const glm::mat4& matrix, GLboolean useShader = false); private: // Checks if compilation or linking failed and if so, print the error logs void checkCompileErrors(GLuint object, std::string type); };