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space-war/include/tinyengine/shader.hpp

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#pragma once
#include "pch.hpp"
#include "glhelpfunc.hpp"
#include "log.hpp"
#include "tool.hpp"
#include "libmath.hpp"
class Shader final {
public:
Shader(const std::string& vertex,
const std::string& fragment);
Shader(const Shader&) = delete;
~Shader();
Shader& operator=(const Shader&) = delete;
inline bool Valid() const { return program_ != 0; }
GLuint Get() const { return program_; }
void SetInt(const std::string& name, int i);
void SetInt2(const std::string& name, int i1, int i2);
void SetInt3(const std::string& name, int i1, int i2, int i3);
void SetInt4(const std::string& name, int i1, int i2, int i3, int i4);
void SetFloat(const std::string& name, float f);
void SetFloat2(const std::string& name, float f1, float f2);
void SetFloat3(const std::string& name, float f1, float f2, float f3);
void SetFloat4(const std::string& name, float f1, float f2, float f3, float f4);
void SetMat4(const std::string& name, const Mat44& mat);
#ifdef USE_GLM
void SetMat4(const std::string& name, const glm::mat4& mat);
#endif
inline void Use() const { GL_CALL(glUseProgram(program_)); }
private:
GLuint program_;
};