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Shader.h
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/*
MIT License
Copyright(c) 2020 Stephan Unverwerth
Permission is hereby granted, free of charge, to any person obtaining a copy
of this softwareand associated documentation files(the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions :
The above copyright noticeand this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
class Texture;
struct Vec2;
struct Vec3;
struct Vec4;
#include <map>
#include <string>
class Shader{
public:
Shader(const char* vsfile, const char* fsfile);
~Shader();
void use() const;
int getUniformLocation(const char* name) const;
void uniform(const char*, float);
void uniform(const char*, const Vec2&);
void uniform(const char*, const Vec3&);
void uniform(const char*, const Vec4&);
void texture(const char*, const Texture&);
private:
unsigned int program{ 0 };
std::map<std::string, int> uniformLocations;
};