feat: initial commit
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48
include/shader.h
Normal file
48
include/shader.h
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#ifndef SHADER_H
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#define SHADER_H
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#include <iostream>
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#include <string>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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class Shader
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{
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public:
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Shader();
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~Shader();
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unsigned int m_id;
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void init(const std::string &vertexCode, const std::string &fragmentCode);
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void use();
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void setVec2(const std::string &name, const glm::vec2 &value) const;
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void setVec2(const std::string &name, float x, float y) const;
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void setVec3(const std::string &name, const glm::vec3 &value) const;
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void setVec3(const std::string &name, float x, float y, float z) const;
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void setVec4(const std::string &name, const glm::vec4 &value) const;
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void setVec4(const std::string &name, float x, float y, float z, float w) const;
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void setMat2(const std::string &name, const glm::mat2 &mat) const;
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void setMat3(const std::string &name, const glm::mat3 &mat) const;
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void setMat4(const std::string &name, const glm::mat4 &mat) const;
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private:
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unsigned int m_vertexId;
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unsigned int m_fragmentId;
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std::string m_vertexCode;
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std::string m_fragmentCode;
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void compile();
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void link();
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void checkCompileError(unsigned int shader, const std::string type);
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void checkLinkingError();
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};
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#endif // SHADER_H
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