2019-08-12 06:33:40 +00:00
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#pragma once
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#include <string>
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#include "RenderDevice.h"
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2019-08-16 11:07:57 +00:00
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enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
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2019-08-12 06:33:40 +00:00
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class Shader
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{
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public:
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2019-08-14 05:55:21 +00:00
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Shader() = default;
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void ReleaseResources();
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2019-08-12 06:33:40 +00:00
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2019-12-15 21:53:33 +00:00
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void Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest);
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bool CheckCompile();
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2019-08-22 13:46:24 +00:00
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void Bind();
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2019-08-12 06:33:40 +00:00
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2019-12-15 21:53:33 +00:00
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std::string GetIdentifier();
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std::string GetCompileError();
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2019-08-14 10:36:33 +00:00
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GLuint UniformLocations[(int)UniformName::NumUniforms] = { 0 };
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2019-08-12 06:33:40 +00:00
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private:
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2019-08-22 13:46:24 +00:00
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void CreateProgram();
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2019-08-12 06:33:40 +00:00
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GLuint CompileShader(const std::string& code, GLenum type);
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2019-12-15 21:53:33 +00:00
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std::string mIdentifier;
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2019-08-22 13:46:24 +00:00
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std::string mVertexText;
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std::string mFragmentText;
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bool mAlphatest = false;
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bool mProgramBuilt = false;
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2019-08-12 06:33:40 +00:00
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GLuint mProgram = 0;
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GLuint mVertexShader = 0;
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GLuint mFragmentShader = 0;
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std::string mErrors;
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Shader(const Shader&) = delete;
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Shader& operator=(const Shader&) = delete;
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};
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