Files
Dawn/src/dawnopengl/display/shader/Shader.hpp
2023-11-01 23:08:20 -05:00

86 lines
2.7 KiB
C++

// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/IShader.hpp"
#include "dawnopengl.hpp"
typedef GLuint shaderparameter_t;
namespace Dawn {
class Shader : public IShader<shaderparameter_t> {
private:
/** Pointer to an uploaded vertex shader program */
GLuint shaderVertex = -1;
/** Pointer to an uploaded fragment shader program */
GLuint shaderFrag = -1;
/** Pointer to an uploaded shader program linked */
GLuint shaderProgram = -1;
protected:
/**
* Compiles a GLSL/HLSL shader and stores it on the GPU, updates the
* underlying pointers for you.
*
* @param vertexShader The string source of the vertex shader.
* @param fragmentShader The string source of the fragment shader.
*/
void compileShader(
std::map<std::string, int32_t> attributeLocations,
std::string vertexShader,
std::string fragmentShader
);
/**
* Typically HLSL only, this method allows you to specify where vbo
* attributes are bound. Typically 0 for positions, 1 for coordinates,
* etc.
*
* @param name Attribute name in the HLSL shader.
* @param location Index pointing to which location it is to be bound to.
*/
void bindAttributeLocation(std::string name, int32_t location);
public:
/**
* Locate a shader parameter by its name.
*
* @param name Name of the parameter to get.
* @return The shader parameter.
*/
shaderparameter_t getParameterByName(std::string name);
/**
* Locate a shader buffer parameter set by its name.
*
* @param name Name of the buffer to get.
* @return The shader buffer.
*/
shaderbufferlocation_t getBufferLocationByName(std::string name);
virtual void compile() override = 0;
void bind() override;
void setParameterBuffer(
shaderbufferlocation_t location,
shaderbufferslot_t slot
);
void setMatrix(shaderparameter_t parameter, glm::mat4 matrix) override;
void setBoolean(shaderparameter_t parameter, bool_t value) override;
void setColor(shaderparameter_t parameter, struct Color color) override;
void setVector3(shaderparameter_t parameter, glm::vec3 vector) override;
void setTexture(
shaderparameter_t parameter,
textureslot_t texture
) override;
void setFloat(shaderparameter_t parameter, float_t value) override;
/**
* Destroys and deletes the shader from the GPU.
*/
virtual ~Shader();
};
}