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author | LaG1924 <lag1924@gmail.com> | 2021-11-19 20:29:28 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2021-11-19 20:29:28 +0100 |
commit | 83c61036966c4c358a094cabe27c8de60082200d (patch) | |
tree | 6947537bd6af8a1e0d16de6a75f3e07f7db3b268 /src/Shader.hpp | |
parent | Added framebuffer to Gal (diff) | |
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Diffstat (limited to 'src/Shader.hpp')
-rw-r--r-- | src/Shader.hpp | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/src/Shader.hpp b/src/Shader.hpp deleted file mode 100644 index 6b3220d..0000000 --- a/src/Shader.hpp +++ /dev/null @@ -1,60 +0,0 @@ -#pragma once - -#include <map> -#include <vector> -#include <string> - -#include <GL/glew.h> -#include <glm/glm.hpp> -#include <glm/gtc/type_ptr.hpp> - -class Shader { - std::map<std::string, GLuint> uniforms; - GLuint program = 0; - - GLuint GetUniformLocation(const std::string &name); - -public: - Shader(const Shader &) = delete; - Shader(Shader &&other) = delete; - Shader &operator=(const Shader &) = delete; - Shader &operator=(Shader &&other) = delete; - - Shader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames); - - ~Shader(); - - void Activate(); - - inline void SetUniform(const std::string& name, unsigned int val, unsigned int val2) { - glUniform2ui(GetUniformLocation(name), val, val2); - } - - inline void SetUniform(const std::string &name, int val) { - glUniform1i(GetUniformLocation(name), val); - } - - inline void SetUniform(const std::string& name, int val, int val2) { - glUniform2i(GetUniformLocation(name), val, val2); - } - - inline void SetUniform(const std::string &name, float val) { - glUniform1f(GetUniformLocation(name), val); - } - - inline void SetUniform(const std::string &name, glm::vec2 val) { - glUniform2f(GetUniformLocation(name), val.x, val.y); - } - - inline void SetUniform(const std::string &name, glm::vec3 val) { - glUniform3f(GetUniformLocation(name), val.x, val.y, val.z); - } - - 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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