#ifndef _GLSLSHADER_H_ #define _GLSLSHADER_H_ #include #include 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 uniformLocMap; std::map attribLocMap; private: void Reset(); void PrintShaderInfoLog(GLuint obj); void PrintProgramInfoLog(GLuint obj); GLuint m_program; GLuint m_vShader; GLuint m_fShader; }; #endif