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#include "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() {
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) {
GLuint id = util::getUniform(_id, name);
glUniform1i(id, value);
return id;
}
GLuint setUniform(const std::string& name, glm::mat4& M) {
GLuint id = util::getUniform(_id, name);
glUniformMatrix4fv(id, 1, GL_FALSE, &M[0][0]);
return id;
}
};
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