Documenting done.
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@ -23,10 +23,14 @@ namespace Dawn {
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GLuint shaderProgram = -1;
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protected:
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void compileShader(
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std::string vertexShader,
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std::string fragmentShader
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);
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/**
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* Compiles a GLSL shader and stores it on the GPU, updates the underlying
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* pointers for you.
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*
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* @param vertexShader The string source of the vertex shader.
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* @param fragmentShader The string source of the fragment shader.
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*/
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void compileShader(std::string vertexShader, std::string fragmentShader);
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public:
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/**
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@ -37,13 +41,21 @@ namespace Dawn {
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*/
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shaderparameter_t getParameterByName(std::string name);
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void bind() override;
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/**
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* Method to request that this shader be compiled and put on the GPU. This
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* method should call the protected compileShader method.
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*/
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virtual void compile() = 0;
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void bind() override;
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void setMatrix(shaderparameter_t parameter, glm::mat4 matrix) override;
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void setBoolean(shaderparameter_t parameter, bool_t value) override;
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void setColor(shaderparameter_t parameter, struct Color color) override;
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void setVector3(shaderparameter_t parameter, glm::vec3 vector) override;
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~Shader();
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/**
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* Destroys and deletes the shader from the GPU.
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*/
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virtual ~Shader();
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};
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}
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