/* ** 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 #include "GLRenderDevice.h" class GLShader { public: void ReleaseResources(); void Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest); bool CheckCompile(GLRenderDevice *device); void Bind(); std::string GetCompileError(); std::vector UniformLastUpdates; std::vector UniformLocations; private: void CreateProgram(GLRenderDevice* device); GLuint CompileShader(const std::string& code, GLenum type); std::string mIdentifier; std::string mVertexText; std::string mFragmentText; bool mAlphatest = false; bool mProgramBuilt = false; GLuint mProgram = 0; GLuint mVertexShader = 0; GLuint mFragmentShader = 0; std::string mErrors; };