shader.h
// |
// File: shader.h |
// |
// Version: <1.0> |
// |
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//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __SHADER_H__ |
#define __SHADER_H__ |
#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>::iterator UniformMapIter; |
std::map<const char*, Uniform, ltstr> m_akUniforms; |
uint m_uiProgram; |
}; |
#endif |
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