#include "graphic_shader.h" #include "shader/util.h" GraphicShader::Guard::Guard(GLuint id): _id(id) { glUseProgram(_id); } GraphicShader::Guard::~Guard() { glUseProgram(0); } GraphicShader::Guard GraphicShader::use() const { return Guard(_id); } GraphicShader::GraphicShader(const std::string& vertex, const std::string& geometry, const std::string fragment): _id(glCreateProgram()) { glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); glAttachShader(_id, util::compileShader(geometry, GL_GEOMETRY_SHADER)); glAttachShader(_id, util::compileShader(fragment, GL_FRAGMENT_SHADER)); glLinkProgram(_id); } GraphicShader::GraphicShader(const std::string& vertex, const std::string fragment): _id(glCreateProgram()) { glAttachShader(_id, util::compileShader(vertex, GL_VERTEX_SHADER)); glAttachShader(_id, util::compileShader(fragment, GL_FRAGMENT_SHADER)); glLinkProgram(_id); } GraphicShader::~GraphicShader() { glDeleteProgram(_id); } GLuint GraphicShader::setUniform(const std::string& name, int value) const { GLuint id = util::getUniform(_id, name); glUniform1i(id, value); return id; } GLuint GraphicShader::setUniform(const std::string& name, GLuint value) const { GLuint id = util::getUniform(_id, name); glUniform1ui(id, value); return id; } GLuint GraphicShader::setUniform(const std::string& name, const std::vector& v) const { GLuint id = util::getUniform(_id, name); glUniform1iv(id, v.size(), reinterpret_cast(v.data())); return id; } GLuint GraphicShader::setUniform(const std::string& name, glm::mat4& M) const { GLuint id = util::getUniform(_id, name); glUniformMatrix4fv(id, 1, GL_FALSE, &M[0][0]); return id; }