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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2019-01-26 10:54:29 +0100 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2019-01-26 10:58:17 +0100 |
commit | f8af4c44d17b94ab814f1784060388afd7a24e03 (patch) | |
tree | e0c8e06c209fe964b03caae362169facecd3c949 /src/Shader.hpp | |
parent | Implemented new Shader class (diff) | |
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Diffstat (limited to 'src/Shader.hpp')
-rw-r--r-- | src/Shader.hpp | 35 |
1 files changed, 15 insertions, 20 deletions
diff --git a/src/Shader.hpp b/src/Shader.hpp index b551602..d70d394 100644 --- a/src/Shader.hpp +++ b/src/Shader.hpp @@ -7,34 +7,21 @@ #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 { +class Shader { 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; + Shader(const Shader &) = delete; + Shader(Shader &&other) = delete; + Shader &operator=(const Shader &) = delete; + Shader &operator=(Shader &&other) = delete; - NewShader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames); + Shader(const std::string &vertSource, const std::string &fragSource, const std::vector<std::string> &uniformsNames); - ~NewShader(); + ~Shader(); void Activate(); @@ -46,6 +33,14 @@ public: 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); } |