4 #include <vulkan/vulkan.h>
9 #include <gmath/gmath.h>
26 virtual bool create(char *buf, unsigned int bsz, const char *fname) = 0;
31 virtual ~Shader() = 0;
33 virtual bool load(const char *fname, SType type);
34 virtual void destroy() = 0;
35 virtual SType get_type();
49 std::vector<Uniform> uniforms;
53 virtual ~ShaderProgram();
55 virtual bool create() = 0;
56 virtual bool link() = 0;
57 virtual bool use() const = 0;
58 virtual void destroy() = 0;
59 virtual void attach_shader(Shader *shader) = 0;
62 THIS PART MIGHT NEED SEVERAL CHANGES: on vulkan we set the uniforms
63 using descriptor sets. The current design is suitable for OpenGL and
64 it *might* have to be rewritten to work with both APIs later
66 virtual int get_uniform_location(const char *name) const = 0;
68 virtual void set_uniformi(int location, int value) = 0;
69 virtual void set_uniformi(int location, int x, int y) = 0;
70 virtual void set_uniformi(int location, int x, int y, int z) = 0;
71 virtual void set_uniformi(int location, int x, int y, int z, int w) = 0;
73 virtual void set_uniformf(int location, float value) = 0;
74 virtual void set_uniformf(int location, float x, float y) = 0;
75 virtual void set_uniformf(int location, float x, float y, float z) = 0;
76 virtual void set_uniformf(int location, float x, float y, float z, float w) = 0;
78 virtual void set_uniform_matrix(int location, const Mat4 &mat) = 0;