#pragma once #include "gl_load/gl_system.h" //#include "gl_shader.h" #include "hwrenderer/postprocessing/hw_postprocess.h" namespace OpenGLRenderer { class FShaderProgram : public PPShaderBackend { public: FShaderProgram(); ~FShaderProgram(); enum ShaderType { Vertex, Fragment, NumShaderTypes }; void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion); void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion); void Link(const char *name); void SetUniformBufferLocation(int index, const char *name); void Bind(); GLuint Handle() { return mProgram; } //explicit operator bool() const { return mProgram != 0; } std::unique_ptr Uniforms; private: FShaderProgram(const FShaderProgram &) = delete; FShaderProgram &operator=(const FShaderProgram &) = delete; void CompileShader(ShaderType type); FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion); void CreateShader(ShaderType type); FString GetShaderInfoLog(GLuint handle); FString GetProgramInfoLog(GLuint handle); GLuint mProgram = 0; GLuint mShaders[NumShaderTypes]; FString mShaderSources[NumShaderTypes]; FString mShaderNames[NumShaderTypes]; TArray> samplerstobind; }; class FPresentShaderBase { public: virtual ~FPresentShaderBase() {} virtual void Bind() = 0; ShaderUniforms Uniforms; protected: virtual void Init(const char * vtx_shader_name, const char * program_name); std::unique_ptr mShader; }; class FPresentShader : public FPresentShaderBase { public: void Bind() override; }; class FPresent3DCheckerShader : public FPresentShaderBase { public: void Bind() override; }; class FPresent3DColumnShader : public FPresentShaderBase { public: void Bind() override; }; class FPresent3DRowShader : public FPresentShaderBase { public: void Bind() override; }; }