voxelcore/src/graphics/core/Shader.hpp

63 lines
2.1 KiB
C++

#pragma once
#include "typedefs.hpp"
#include <string>
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
class GLSLExtension;
class Shader {
public:
struct Source {
std::string file;
std::string code;
};
private:
static Shader* used;
uint id;
std::unordered_map<std::string, uint> uniformLocations;
// source code used for re-compiling shaders after updating defines
Source vertexSource;
Source fragmentSource;
uint getUniformLocation(const std::string& name);
public:
static GLSLExtension* preprocessor;
Shader(uint id, Source&& vertexSource, Source&& fragmentSource);
~Shader();
void use();
void uniformMatrix(const std::string&, const glm::mat4& matrix);
void uniformMatrix(const std::string&, const glm::mat3& matrix);
void uniform1i(const std::string& name, int x);
void uniform1f(const std::string& name, float x);
void uniform2f(const std::string& name, float x, float y);
void uniform2f(const std::string& name, const glm::vec2& xy);
void uniform2i(const std::string& name, const glm::ivec2& xy);
void uniform3f(const std::string& name, float x, float y, float z);
void uniform3f(const std::string& name, const glm::vec3& xyz);
void uniform4f(const std::string& name, const glm::vec4& xyzw);
void uniform1v(const std::string& name, int length, const int* v);
void uniform1v(const std::string& name, int length, const float* v);
void uniform2v(const std::string& name, int length, const float* v);
void uniform3v(const std::string& name, int length, const float* v);
void uniform4v(const std::string& name, int length, const float* v);
/// @brief Re-preprocess source code and re-compile shader program
void recompile(const std::vector<std::string>& defines);
/// @brief Create shader program using vertex and fragment shaders source.
/// @return linked shader program containing vertex and fragment shaders
static std::unique_ptr<Shader> create(
Source&& vertexSource, Source&& fragmentSource
);
static Shader& getUsed();
};