UltimateZoneBuilder/Source/Native/OpenGL/GLShader.h

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/*
** BuilderNative Renderer
** Copyright (c) 2019 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#pragma once
#include <string>
#include "GLRenderDevice.h"
class GLShader
{
public:
void ReleaseResources();
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void Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest);
bool CheckCompile(GLRenderDevice *device);
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void Bind();
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std::string GetCompileError();
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std::vector<int> UniformLastUpdates;
std::vector<GLuint> UniformLocations;
private:
void CreateProgram(GLRenderDevice* device);
GLuint CompileShader(const std::string& code, GLenum type);
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std::string mIdentifier;
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std::string mVertexText;
std::string mFragmentText;
bool mAlphatest = false;
bool mProgramBuilt = false;
GLuint mProgram = 0;
GLuint mVertexShader = 0;
GLuint mFragmentShader = 0;
std::string mErrors;
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};