114 lines
2.7 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <GLM/glm.hpp>
#include "utils.h"
class Shader {
protected:
unsigned int _shaderId = 0;
public:
Shader() {}
inline unsigned int shaderId() const { return _shaderId; }
inline void dispose();
protected:
virtual void compile(const std::string& sourceFilePath) = 0;
};
inline void Shader::dispose() {
OPENGL_EXTRA_FUNCTIONS->glDeleteShader(_shaderId);
_shaderId = 0;
}
class VertexShader : public Shader {
public:
VertexShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class FragmentShader : public Shader {
public:
FragmentShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class GeometryShader : public Shader {
public:
GeometryShader(const std::string& sourceFilePath);
protected:
virtual void compile(const std::string& sourceFilePath) override;
};
class ShaderProgram {
public:
static ShaderProgram empty() {
return ShaderProgram();
}
private:
unsigned int _programId = 0;
private:
ShaderProgram();
public:
ShaderProgram(VertexShader vertexShader);
ShaderProgram(FragmentShader fragmentShader);
ShaderProgram(GeometryShader geometryShader);
ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader);
ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader);
ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader);
ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader);
public:
inline unsigned int programId() const { return _programId; }
inline void attachShader(const Shader& shader) const;
inline void bind() const;
inline void unbind() const;
inline void dispose();
inline void ensureInitialized();
};
inline void ShaderProgram::attachShader(const Shader& shader) const {
if (_programId == 0) {
Logger::error("Attaching a shader to an invalid ShaderProgram");
return;
}
OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, shader.shaderId());
}
inline void ShaderProgram::bind() const {
if (_programId == 0) {
Logger::error("Binding an invalid ShaderProgram");
return;
}
OPENGL_EXTRA_FUNCTIONS->glUseProgram(_programId);
}
inline void ShaderProgram::unbind() const {
OPENGL_EXTRA_FUNCTIONS->glUseProgram(0);
}
inline void ShaderProgram::dispose() {
OPENGL_EXTRA_FUNCTIONS->glDeleteProgram(_programId);
_programId = 0;
}
inline void ShaderProgram::ensureInitialized() {
if (_programId == 0) {
_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
}
}