aboutsummaryrefslogtreecommitdiff
path: root/src/Platform/OpenGL/OpenGLShader.h
blob: 2ebde120343dd1a449cf82e8b607993304d94ce5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
#pragma once

#include "Rendering/Shader.h"
#include <unordered_map>
#include <glm/glm.hpp>

namespace Donut 
{
    class OpenGLShader 
        : public Shader 
    {
    public:
        OpenGLShader(const std::string& filepath);
        OpenGLShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
        virtual ~OpenGLShader();

        virtual void Bind()   const override;
        virtual void Unbind() const override;

        virtual void SetInt(const std::string& name, int value) override;
        virtual void SetIntArray(const std::string& name, int* values, uint32_t count) override;
        virtual void SetFloat(const std::string& name, float value) override;
        virtual void SetFloat3(const std::string& name, const glm::vec3& value) override;
        virtual void SetFloat4(const std::string& name, const glm::vec4& value) override;
        virtual void SetMat4(const std::string& name, const glm::mat4& value) override;

        virtual const std::string& GetName() const override { return m_Name; }

        void UploadUniformInt(const std::string& name, int value);
        void UploadUniformIntArray(const std::string& name, int* values, uint32_t count);
        void UploadUniformFloat(const std::string& name, float value);
        void UploadUniformFloat2(const std::string& name, const glm::vec2& value);
        void UploadUniformFloat3(const std::string& name, const glm::vec3& value);
        void UploadUniformFloat4(const std::string& name, const glm::vec4& value);
        void UploadUniformMat3(const std::string& name, const glm::mat3& matrix);
        void UploadUniformMat4(const std::string& name, const glm::mat4& matrix);

    private:
        std::string ReadFile(const std::string& filepath);
        std::unordered_map<uint32_t, std::string> PreProcess(const std::string& source);
        void Compile(const std::unordered_map<uint32_t, std::string>& shaderSources);

    private:
        uint32_t m_RendererID;
        std::string m_Name;
    };
};