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#pragma once
#include <map>
#include <vector>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class Shader
{
private:
const GLchar *vertex;
const GLchar *fragment;
public:
GLuint Program;
Shader(const GLchar* vertexPath, const GLchar* fragmentPath, const GLchar* geometryPath = nullptr);
void Use();
void Reload();
};
class NewShader {
std::map<std::string, GLuint> uniforms;
GLuint program = 0;
GLuint GetUniformLocation(const std::string &name);
public:
NewShader(const NewShader &) = delete;
NewShader(NewShader &&other) = delete;
NewShader &operator=(const NewShader &) = delete;
NewShader &operator=(NewShader &&other) = delete;
NewShader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames);
~NewShader();
void Activate();
inline void SetUniform(const std::string &name, int val) {
glUniform1i(GetUniformLocation(name), val);
}
inline void SetUniform(const std::string &name, float val) {
glUniform1f(GetUniformLocation(name), val);
}
inline void SetUniform(const std::string &name, glm::vec4 val) {
glUniform4f(GetUniformLocation(name), val.x, val.y, val.z, val.w);
}
inline void SetUniform(const std::string &name, glm::mat4 val) {
glUniformMatrix4fv(GetUniformLocation(name), 1, GL_FALSE, glm::value_ptr(val));
}
};
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