X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=src%2Fshader.h;h=5a79b7fbfd8027c671ec028eb8ad2aa4e7d3116d;hb=05d269a194496bcef85da78652b947f5bf1c9bcf;hp=53f8654453d20bc3624a10b8215e18b71d99afe0;hpb=31bab00bc3b476be9814c1ee06b9a2f0dc77d4e9;p=demo diff --git a/src/shader.h b/src/shader.h index 53f8654..5a79b7f 100644 --- a/src/shader.h +++ b/src/shader.h @@ -1,6 +1,8 @@ #ifndef SHADER_H_ #define SHADER_H_ +#include + #include #include @@ -30,52 +32,24 @@ public: virtual bool load(const char *fname, SType type); virtual void destroy() = 0; + virtual SType get_type(); }; /* Shader Program */ -struct Uniform { - int location; - std::string name; - int state_idx; -}; - class ShaderProgram { protected: Shader *shaders[2]; - std::vector uniforms; public: ShaderProgram(); virtual ~ShaderProgram(); - virtual void cache_uniforms() = 0; - virtual bool create() = 0; virtual bool link() = 0; - virtual bool use() = 0; + virtual bool use() const = 0; virtual void destroy() = 0; virtual void attach_shader(Shader *shader) = 0; - - /* - THIS PART MIGHT NEED SEVERAL CHANGES: on vulkan we set the uniforms - using descriptor sets. The current design is suitable for OpenGL and - it *might* have to be rewritten to work with both APIs later - */ - - virtual void set_uniformi(int location, int value) = 0; - virtual void set_uniformi(int location, int x, int y) = 0; - virtual void set_uniformi(int location, int x, int y, int z) = 0; - virtual void set_uniformi(int location, int x, int y, int z, int w) = 0; - - virtual void set_uniformf(int location, float value) = 0; - virtual void set_uniformf(int location, float x, float y) = 0; - virtual void set_uniformf(int location, float x, float y, float z) = 0; - virtual void set_uniformf(int location, float x, float y, float z, float w) = 0; - - virtual void set_uniform_matrix(int location, const Mat4 &mat) = 0; }; -ShaderProgram *get_current_program(); - #endif // SHADER_H_