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-rw-r--r--src/shader/wrap/compute_shader.h47
-rw-r--r--src/shader/wrap/graphic_shader.h52
2 files changed, 99 insertions, 0 deletions
diff --git a/src/shader/wrap/compute_shader.h b/src/shader/wrap/compute_shader.h
new file mode 100644
index 0000000..9f5c5cb
--- /dev/null
+++ b/src/shader/wrap/compute_shader.h
@@ -0,0 +1,47 @@
+#pragma once
+
+#include "util.h"
+
+class ComputeShader {
+private:
+ const GLuint _id;
+
+public:
+ struct Guard {
+ const GLuint _id;
+
+ Guard(GLuint id): _id(id) {
+ glUseProgram(_id);
+ }
+ ~Guard() {
+ glUseProgram(0);
+ }
+ };
+
+ Guard use() const {
+ return Guard(_id);
+ }
+
+ ComputeShader(const std::string& src):
+ _id(glCreateProgram()) {
+ glAttachShader(_id, util::compileShader(src, GL_COMPUTE_SHADER));
+ glLinkProgram(_id);
+ };
+ ~ComputeShader() {
+ glDeleteProgram(_id);
+ }
+
+ GLuint setUniform(const std::string& name, float x, float y) const {
+ GLuint id = util::getUniform(_id, name);
+ glUniform2f(id, x, y);
+ return id;
+ }
+
+ void workOn(GLuint buffer) const {
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffer);
+ }
+
+ void dispatch(std::size_t dimX) const {
+ glDispatchCompute(dimX, 1, 1);
+ }
+};
diff --git a/src/shader/wrap/graphic_shader.h b/src/shader/wrap/graphic_shader.h
new file mode 100644
index 0000000..03249d5
--- /dev/null
+++ b/src/shader/wrap/graphic_shader.h
@@ -0,0 +1,52 @@
+#pragma once
+
+#include "shader/util.h"
+
+class GraphicShader {
+private:
+ const GLuint _id;
+
+public:
+ struct Guard {
+ const GLuint _id;
+
+ Guard(GLuint id): _id(id) {
+ glUseProgram(_id);
+ }
+ ~Guard() {
+ glUseProgram(0);
+ }
+ };
+
+ Guard use() const {
+ return Guard(_id);
+ }
+
+ 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() {
+ glDeleteProgram(_id);
+ }
+
+ GLuint setUniform(const std::string& name, int value) const {
+ GLuint id = util::getUniform(_id, name);
+ glUniform1i(id, value);
+ return id;
+ }
+
+ GLuint setUniform(const std::string& name, const std::vector<GLuint>& v) const {
+ GLuint id = util::getUniform(_id, name);
+ glUniform1iv(id, v.size(), reinterpret_cast<const GLint*>(v.data()));
+ return id;
+ }
+
+ GLuint 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;
+ }
+};