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