Duckstation/src/common/gl_program.h

62 lines
1.9 KiB
C++

#pragma once
#include "glad.h"
#include "types.h"
#include <vector>
namespace GL {
class Program
{
public:
Program();
~Program();
static GLuint CompileShader(GLenum type, const char* source);
static void ResetLastProgram();
bool IsVaild() const { return m_program_id != 0; }
bool Compile(const char* vertex_shader, const char* fragment_shader);
void BindAttribute(GLuint index, const char* name);
void BindDefaultAttributes();
void BindFragData(GLuint index = 0, const char* name = "o_col0");
bool Link();
void Bind() const;
void Destroy();
u32 RegisterUniform(const char* name);
void Uniform1ui(u32 index, u32 x) const;
void Uniform2ui(u32 index, u32 x, u32 y) const;
void Uniform3ui(u32 index, u32 x, u32 y, u32 z) const;
void Uniform4ui(u32 index, u32 x, u32 y, u32 z, u32 w) const;
void Uniform1i(u32 index, s32 x) const;
void Uniform2i(u32 index, s32 x, s32 y) const;
void Uniform3i(u32 index, s32 x, s32 y, s32 z) const;
void Uniform4i(u32 index, s32 x, s32 y, s32 z, s32 w) const;
void Uniform1f(u32 index, float x) const;
void Uniform2f(u32 index, float x, float y) const;
void Uniform3f(u32 index, float x, float y, float z) const;
void Uniform4f(u32 index, float x, float y, float z, float w) const;
void Uniform2uiv(u32 index, const u32* v) const;
void Uniform3uiv(u32 index, const u32* v) const;
void Uniform4uiv(u32 index, const u32* v) const;
void Uniform2iv(u32 index, const s32* v) const;
void Uniform3iv(u32 index, const s32* v) const;
void Uniform4iv(u32 index, const s32* v) const;
void Uniform2fv(u32 index, const float* v) const;
void Uniform3fv(u32 index, const float* v) const;
void Uniform4fv(u32 index, const float* v) const;
private:
GLuint m_program_id = 0;
GLuint m_vertex_shader_id = 0;
GLuint m_fragment_shader_id = 0;
std::vector<GLint> m_uniform_locations;
};
} // namespace GL