#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& v) const { GLuint id = util::getUniform(_id, name); glUniform1iv(id, v.size(), reinterpret_cast(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; } };