#include <string>
#include "shader.h"
-class ShaderVK : public Shader
-{
+/* each shader program will correspond to a pipeline. The pipeline
+ * must have the cull, zbuffer etc since they can't be dynamic states */
+
+class ShaderVK : public Shader {
protected:
SType type;
std::string name;
virtual bool create(char *buf, unsigned int bsz, const char *fname) override;
public:
+ VkShaderModule sm;
+
ShaderVK();
virtual ~ShaderVK();
- virtual bool load(const char *fname, SType type);
+ virtual bool load(const char *fname, SType type) override;
virtual void destroy() override;
};
class ShaderProgramVK : public ShaderProgram
{
+private:
+ VkPipeline gpipeline;
+
protected:
- /*ubo*/
public:
ShaderProgramVK();
virtual ~ShaderProgramVK();
virtual bool create() override;
+
virtual bool use() const override;
virtual bool link() override;
virtual void destroy() override;
virtual void attach_shader(Shader *shader) override;
-
- virtual int get_uniform_location(const char *name) const override;
-
- virtual void set_uniformi(int location, int value) override;
- virtual void set_uniformi(int location, int x, int y) override;
- virtual void set_uniformi(int location, int x, int y, int z) override;
- virtual void set_uniformi(int location, int x, int y, int z, int w) override;
-
- virtual void set_uniformf(int location, float value) override;
- virtual void set_uniformf(int location, float x, float y) override;
- virtual void set_uniformf(int location, float x, float y, float z) override;
- virtual void set_uniformf(int location, float x, float y, float z, float w) override;
-
- virtual void set_uniform_matrix(int location, const Mat4 &mat) override;
};
-#endif // SHADER_VK_H_
\ No newline at end of file
+#endif // SHADER_VK_H_