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