2022-10-24 22:28:53 -07:00

85 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/_Shader.hpp"
#include "dawnopengl.hpp"
#include "display/Color.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 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::string vertexShader, std::string fragmentShader);
/**
* Bind a specific texture slot (of an already bound texture) to a shader
* parameter.
*
* @param param Parameter to bind the texture slot for.
* @param slot Slot to bind.
*/
void setTextureSlot(shaderparameter_t param, textureslot_t slot);
/**
* Method designed to be overwritten by child shaders on how to handle a
* bind texture request. This is left to the discretion of the child
* shader for which slot(s) to use, how to handle nullptr textures, etc.
*
* @param param Parameter to bind the requested texture to.
* @param texture Texture trying to be bound, may be nullptr.
*/
virtual void bindTexture(
shaderparameter_t param,
Texture *texture
) = 0;
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);
/**
* Method to request that this shader be compiled and put on the GPU. This
* method should call the protected compileShader method.
*/
virtual void compile() = 0;
void bind() override;
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, Texture *texture) override;
/**
* Destroys and deletes the shader from the GPU.
*/
virtual ~Shader();
};
}