Supermodel/Src/Graphics/New3D/GLSLShader.h

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#ifndef _GLSLSHADER_H_
#define _GLSLSHADER_H_
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#include <GL/glew.h>
#include <map>
#include <cstring>
class GLSLShader {
public:
GLSLShader();
~GLSLShader();
GLSLShader(GLSLShader&& other) noexcept;
GLSLShader(const GLSLShader&) = delete;
GLSLShader& operator=(const GLSLShader&) = delete;
GLSLShader& operator=(GLSLShader&& other) noexcept;
bool LoadShaders(const char* vertexShader, const char* fragmentShader);
void UnloadShaders();
void EnableShader();
void DisableShader();
int GetUniformLocation(const char* str);
void GetUniformLocationMap(const char* str);
int GetAttributeLocation(const char* str);
void GetAttributeLocationMap(const char* str);
int uniformLoc[64];
int attribLoc[16];
private:
struct cmp_str
{
bool operator()(char const* a, char const* b) const
{
return std::strcmp(a, b) < 0;
}
};
public:
std::map<const char*, int, cmp_str> uniformLocMap;
std::map<const char*, int, cmp_str> attribLocMap;
private:
void Reset();
void PrintShaderInfoLog(GLuint obj);
void PrintProgramInfoLog(GLuint obj);
GLuint m_program;
GLuint m_vShader;
GLuint m_fShader;
};
#endif