#ifndef SHADER_H_
#define SHADER_H_
+#include <vector>
+#include <string>
+
+#include <gmath/gmath.h>
+
+/*
+ Shader class
+*/
+
enum SType {
+ 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;
+};
+
+/* Shader Program */
+
+struct Uniform {
+ int location;
+ std::string name;
+ int state_idx;
};
class ShaderProgram {
-private:
+protected:
Shader *shaders[2];
+ std::vector<Uniform> uniforms;
public:
ShaderProgram();
- virtual ~ShaderProgram() = 0;
+ virtual ~ShaderProgram();
+
+ virtual bool create() = 0;
+ virtual bool link() = 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;
- void add_shader(Shader *sdr, SType type);
- bool link();
- void bind();
+ virtual void set_uniform_matrix(int location, const Mat4 &mat) = 0;
};
#endif // SHADER_H_