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#ifndef SHADER_H
#define SHADER_H
#include <glad/gl.h>
class Shader
{
public:
Shader(const char *vertexSrc, const char *fragmentSrc, const char *geometrySrc = nullptr);
~Shader();
GLuint program() const { return m_program; }
GLint uniformLocation(const char *name) const;
void setUniform(GLint location, GLint value) const;
void setUniform(GLint location, GLfloat value) const;
void setUniform(GLint location, GLfloat mat[4][4]) const;
void setUniform1dArray(GLint location, const GLfloat *values, int count) const;
void setUniform2dArray(GLint location, const GLfloat *values, int count) const;
void setUniform3dArray(GLint location, const GLfloat *values, int count) const;
void setUniform(const char *name, GLint value) const;
void setUniform(const char *name, GLfloat value) const;
void setUniform(const char *name, GLfloat mat[4][4]) const;
void setUniform1dArray(const char *name, const GLfloat *values, int count) const;
void setUniform2dArray(const char *name, const GLfloat *values, int count) const;
void setUniform3dArray(const char *name, const GLfloat *values, int count) const;
void use() const;
void release() const;
private:
GLuint m_program;
};
#endif // SHADER_H
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