X-Git-Url: http://git.mutantstargoat.com?p=demo;a=blobdiff_plain;f=src%2Fshader.h;h=53f8654453d20bc3624a10b8215e18b71d99afe0;hp=1472fb31dc9c5cd977de884f72f1590e78ee19de;hb=31bab00bc3b476be9814c1ee06b9a2f0dc77d4e9;hpb=4081e0e8f0f391aa25d67b73c45e73ccacff0f00 diff --git a/src/shader.h b/src/shader.h index 1472fb3..53f8654 100644 --- a/src/shader.h +++ b/src/shader.h @@ -1,6 +1,15 @@ #ifndef SHADER_H_ #define SHADER_H_ +#include +#include + +#include + +/* + Shader class +*/ + enum SType { SDR_UNKNOWN, SDR_VERTEX, @@ -9,30 +18,64 @@ enum SType { class Shader { protected: + SType type; + std::string name; + virtual bool create(char *buf, unsigned int bsz, const char *fname) = 0; public: - SType type; Shader(); virtual ~Shader() = 0; - virtual void destroy() = 0; virtual bool load(const char *fname, SType type); - virtual void attach(unsigned int prog) = 0; // if vulkan -> leave empty + virtual void destroy() = 0; +}; + +/* 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 add_shader(Shader *sdr); + virtual void cache_uniforms() = 0; + + virtual bool create() = 0; virtual bool link() = 0; - virtual bool load(const char *vfname, const char *ffname) = 0; + virtual bool use() = 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_