#ifndef SHADER_H #define SHADER_H #include #include #include #include // General purpsoe shader object. Compiles from file, generates // compile/link-time error messages and hosts several utility // functions for easy management. class Shader { public: // State GLuint ID; // Constructor Shader() { } // Sets the current shader as active Shader &Use(); // Compiles the shader from given source code void Compile(const GLchar *vertexSource, const GLchar *fragmentSource, const GLchar *geometrySource = nullptr); // Note: geometry source code is optional // Utility functions void SetFloat (const GLchar *name, GLfloat value, GLboolean useShader = false); void SetInteger (const GLchar *name, GLint value, GLboolean useShader = false); void SetVector2f (const GLchar *name, GLfloat x, GLfloat y, GLboolean useShader = false); void SetVector2f (const GLchar *name, const glm::vec2 &value, GLboolean useShader = false); void SetVector3f (const GLchar *name, GLfloat x, GLfloat y, GLfloat z, GLboolean useShader = false); void SetVector3f (const GLchar *name, const glm::vec3 &value, GLboolean useShader = false); void SetVector4f (const GLchar *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLboolean useShader = false); void SetVector4f (const GLchar *name, const glm::vec4 &value, GLboolean useShader = false); void SetMatrix4 (const GLchar *name, const glm::mat4 &matrix, GLboolean useShader = false); private: // Checks if compilation or linking failed and if so, print the error logs void checkCompileErrors(GLuint object, std::string type); }; #endif