#ifndef SHADER_H_
#define SHADER_H_
+#include <vector>
+#include <string>
+
+#include <gmath/gmath.h>
+
+/*
+ Shader class
+*/
+
enum SType {
SDR_UNKNOWN,
SDR_VERTEX,
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<Uniform> uniforms;
public:
ShaderProgram();
virtual ~ShaderProgram();
- virtual void add_shader(Shader *sdr);
+ virtual bool create() = 0;
virtual bool link() = 0;
- virtual bool load(const char *vfname, const char *ffname) = 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 int get_uniform_location(const char *name) const = 0;
+
+ 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;
};
#endif // SHADER_H_