common/shader.h

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////////////////////////////////////////////////////////////////////////////////////////////////////
 
#ifndef __SHADER__
#define __SHADER__
 
#include "compute_types.h"
 
#include <OpenGL/gl.h>
#include <map>
 
class Shader
{
 
public:
 
    struct Uniform
    {
        union 
        {
            int i[16];
            float f[16];
 
        } value;
        
        int location;
        int length;
        bool integer;
        bool changed;
        
        Uniform() :
            location(0), length(0), integer(false), changed(false) 
        { 
            memset(value.i, 0, 16 * sizeof(int)); 
        }
        
        Uniform(const Uniform& rkOther) :
            location(rkOther.location), 
            length(rkOther.length), 
            integer(rkOther.integer), 
            changed(rkOther.changed) 
        { 
            memcpy(value.i, rkOther.value.i, 16 * sizeof(int));
        }
    };
 
public:
 
    Shader();
    ~Shader();
 
    void enable();
    void disable();
    void destroy();
    
    bool setUniform1f(const char* acName, float fV);
    bool setUniform2f(const char* acName, const float2 &rkV);
    bool setUniform3f(const char* acName, const float3 &rkV);
    bool setUniform4f(const char* acName, const float4 &rkV);
    bool setUniform16f(const char* acName, const float16 &rkVV);
    bool setUniform1i(const char* acName, int iV);
    GLuint getVertexAttribLocation(const char *name);   
    
    bool compile(const char* acVertexSource, const char* acFragmentSource);
    bool loadAndCompile(const char* acVertexFilename, const char* acFragmentFilename);
    
protected:
 
    void checkStatus(const char* acMessage);
    
    typedef std::map<const char*, Uniform, ltstr>::iterator UniformMapIter;
    std::map<const char*, Uniform, ltstr> m_akUniforms;
    uint m_uiProgram;
 
};
 
#endif