Files
coding-game/include/renderer/shader.h

46 lines
1.4 KiB
C++

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