#ifndef _R3DSHADER_H_ #define _R3DSHADER_H_ #include "Pkgs/glew.h" #include "Model.h" namespace New3D { class R3DShader { public: R3DShader(); bool LoadShader (const char* vertexShader = nullptr, const char* fragmentShader = nullptr); void SetMeshUniforms (const Mesh* m); void SetModelStates (const Model* model); void SetViewportUniforms (const Viewport *vp); void Start (); void SetShader (bool enable = true); private: // shader IDs GLuint m_shaderProgram; GLuint m_vertexShader; GLuint m_fragmentShader; // mesh uniform locations GLint m_locTexture1; GLint m_locTexture2; GLint m_locTexture1Enabled; GLint m_locTexture2Enabled; GLint m_locTextureAlpha; GLint m_locAlphaTest; GLint m_locMicroTexScale; GLint m_locBaseTexSize; // cached mesh values bool m_textured1; bool m_textured2; bool m_textureAlpha; // use alpha in texture bool m_alphaTest; // discard fragment based on alpha (ogl does this with fixed function) float m_fogIntensity; bool m_doubleSided; bool m_lightEnabled; float m_shininess; float m_specularCoefficient; bool m_layered; float m_microTexScale; float m_baseTexSize[2]; // cached model values enum class MatDet { notset, negative, positive, zero }; MatDet m_matDet; // are our cache values dirty bool m_dirtyMesh; bool m_dirtyModel; // viewport uniform locations GLint m_locFogIntensity; GLint m_locFogDensity; GLint m_locFogStart; GLint m_locFogColour; // lighting GLint m_locLighting; GLint m_locLightEnable; GLint m_locShininess; GLint m_locSpecCoefficient; GLint m_locSpotEllipse; GLint m_locSpotRange; GLint m_locSpotColor; }; } // New3D #endif