-
Notifications
You must be signed in to change notification settings - Fork 17
/
Copy pathGLSLShader.h
74 lines (59 loc) · 2.18 KB
/
GLSLShader.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
/*
* Copyright (c) 2018-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2018-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#ifdef WIN32
# include <windows.h>
#endif
#include <nvgl/extensions_gl.hpp>
#include <vector>
#include <string>
class GLSLShader
{
public:
GLSLShader();
~GLSLShader();
void cleanup();
bool addFragmentShader(const char* filename, bool isNew=true);
bool addVertexShader(const char* filename, bool isNew=true);
bool addFragmentShaderFromString(const char* shader);
bool addVertexShaderFromString(const char* shader);
bool link();
bool bindShader();
void unbindShader();
void setUniformFloat(const char* name, float val);
void setUniformInt(const char* name, int val);
void setUniformVector(const char * name, float* val, int count);
void setTextureUnit(const char * texname, int texunit);
void bindTexture(GLenum target, const char * texname, GLuint texid, int texunit);
void reloadShader();
inline GLuint getProgram() {return m_program;}
inline int getUniformLocation(const char* name) { return glGetUniformLocation(m_program, name); }
private:
bool compileShader(const char* filename, GLenum type);
bool compileShaderFromString(const char *shader, GLenum type);
bool outputProgramLog(GLuint obj);
bool outputShaderLog(GLuint obj);
bool m_bound;
bool m_linkNeeded;
std::vector<std::string> m_vertFiles;
std::vector<std::string> m_fragFiles;
std::vector<std::string> m_vertSrc;
std::vector<std::string> m_fragSrc;
GLuint m_program;
};