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71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
//
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// Shader.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#ifndef Shader_hpp
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#define Shader_hpp
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#include "OpenGL.hpp"
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namespace OpenGL {
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/*!
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A @c Shader compiles and holds a shader object, based on a single
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vertex program and a single fragment program. Attribute bindings
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may be supplied if desired.
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*/
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class Shader {
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public:
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enum {
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VertexShaderCompilationError,
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FragmentShaderCompilationError,
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ProgramLinkageError
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};
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struct AttributeBinding {
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const GLchar *name;
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GLuint index;
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};
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/*!
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param attribute_bindings Either @c nullptr or an array terminated by an entry with a @c nullptr-name of attribute bindings.
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*/
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Shader(const char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings);
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~Shader();
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/*!
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Performs an @c glUseProgram to make this the active shader.
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*/
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void bind();
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/*!
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Performs a @c glGetAttribLocation call.
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@param name The name of the attribute to locate.
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@returns The location of the requested attribute.
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*/
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GLint get_attrib_location(const GLchar *name);
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/*!
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Performs a @c glGetUniformLocation call.
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@param name The name of the uniform to locate.
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@returns The location of the requested uniform.
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*/
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GLint get_uniform_location(const GLchar *name);
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private:
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GLuint compile_shader(const char *source, GLenum type);
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GLuint _shader_program;
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};
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}
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#endif /* Shader_hpp */
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