rcpp_framework/rendering/opengl/shader.h

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#ifndef SHADER_H
#define SHADER_H
#include "opengl.h"
#include <unordered_map>
class Shader {
public:
enum VertexAttributes {
ATTRIBUTE_POSITION = 0,
ATTRIBUTE_NORMAL,
ATTRIBUTE_COLOR,
ATTRIBUTE_UV,
};
bool bind();
void unbind();
void compile();
void destroy();
const GLchar** get_vertex_shader_source();
void set_vertex_shader_source(const GLchar** source);
const GLchar** get_fragment_shader_source();
void set_fragment_shader_source(const GLchar** source);
void print_shader_errors(const GLuint p_program, const char* name);
void print_program_errors(const GLuint p_program);
Shader();
~Shader();
GLuint vertex_shader = 0;
GLuint fragment_shader = 0;
GLuint program = 0;
static Shader* current_shader;
protected:
const GLchar **vertex_shader_source;
const GLchar **fragment_shader_source;
};
class ShaderCache {
public:
static ShaderCache *get_singleton();
Shader *get_shader(const int id);
void add_shader(const int id, Shader * shader);
ShaderCache(); //lehetene nem publikus
~ShaderCache();
protected:
std::unordered_map<int, Shader*> shaders;
};
#endif