engineer-thesis-WUT/breakout/shader.hpp

60 lines
1.9 KiB
C++

// Copyright [2023] Krzysztof Rudnicki
#ifndef BREAKOUT_SHADER_HPP_
#define BREAKOUT_SHADER_HPP_
#include <string>
#include "../dependencies/include/glad/glad.h"
#include "../dependencies/include/glm/glm/glm.hpp"
#include "../dependencies/include/glm/glm/gtc/type_ptr.hpp"
// General purpose shader object. Compiles from file, generates
// compile/link-time error messages and hosts several utility
// functions for easy management.
class Shader {
public:
// state
unsigned int ID;
// constructor
Shader() { }
// sets the current shader as active
Shader &Use();
// compiles the shader from given source code
void Compile(
const char *vertexSource,
const char *fragmentSource,
const char *geometrySource = nullptr);
// note: geometrysource code is optional
// utility functions
void SetFloat(
const char *name,
float value,
bool useShader = false);
void SetInteger(const char *name,
int value,
bool useShader = false);
void SetVector2f(const char *name,
float x, float y, bool useShader = false);
void SetVector2f(
const char *name, const glm::vec2 &value, bool useShader = false);
void SetVector3f(
const char *name, float x, float y, float z, bool useShader = false);
void SetVector3f(
const char *name, const glm::vec3 &value, bool useShader = false);
void SetVector4f(
const char *name,
float x, float y, float z, float w,
bool useShader = false);
void SetVector4f(
const char *name, const glm::vec4 &value, bool useShader = false);
void SetMatrix4(
const char *name, const glm::mat4 &matrix, bool useShader = false);
private:
// checks if compilation or linking failed and if so, print the error logs
void checkCompileErrors(unsigned int object, std::string type);
};
#endif // BREAKOUT_SHADER_HPP_