X-Git-Url: http://git.mutantstargoat.com?p=demo;a=blobdiff_plain;f=src%2Fshader.h;h=53f8654453d20bc3624a10b8215e18b71d99afe0;hp=a6bec05d4f3c38fd5476a47a5eb0ceb03d9d983c;hb=31bab00bc3b476be9814c1ee06b9a2f0dc77d4e9;hpb=64e2adbbab48320b6cd792e515b44cea112a3be4 diff --git a/src/shader.h b/src/shader.h index a6bec05..53f8654 100644 --- a/src/shader.h +++ b/src/shader.h @@ -1,31 +1,81 @@ #ifndef SHADER_H_ #define SHADER_H_ +#include +#include + +#include + +/* + Shader class +*/ + enum SType { - SDR_VERTzX, + SDR_UNKNOWN, + SDR_VERTEX, SDR_FRAGMENT }; class Shader { -private: +protected: SType type; + std::string name; + + virtual bool create(char *buf, unsigned int bsz, const char *fname) = 0; public: + Shader(); - ~Shader(); + virtual ~Shader() = 0; + + virtual bool load(const char *fname, SType type); + virtual void destroy() = 0; +}; - virtual bool load(const char *fname, SType type) = 0; +/* Shader Program */ + +struct Uniform { + int location; + std::string name; + int state_idx; }; class ShaderProgram { -private: +protected: Shader *shaders[2]; + std::vector uniforms; public: ShaderProgram(); - virtual ~ShaderProgram() = 0; + virtual ~ShaderProgram(); + + virtual void cache_uniforms() = 0; + + virtual bool create() = 0; + virtual bool link() = 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 + */ - void set_shader(Shader *sdr, SType type); + 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_