Files
TheSubterranean/shaders/Shader.h
2021-07-07 22:09:21 +02:00

41 lines
1.8 KiB
C++

#pragma once
#include <glad/glad.h>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// 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);
};