43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#pragma once
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#include "hd2d/GL.h"
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#include <glm/glm.hpp>
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#include <string>
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#include <unordered_map>
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namespace hd2d {
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// GLSL program loaded from files. Supports `#include "file.glsl"` (resolved
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// relative to the including file) and hot reload: a failed reload keeps the
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// previous working program.
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class Shader {
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public:
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Shader() = default;
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Shader(const Shader&) = delete;
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Shader& operator=(const Shader&) = delete;
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~Shader();
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bool load(const std::string& vertPath, const std::string& fragPath);
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bool reload();
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void use() const { glUseProgram(program_); }
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GLuint id() const { return program_; }
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void set(const char* name, int v);
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void set(const char* name, float v);
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void set(const char* name, const glm::vec2& v);
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void set(const char* name, const glm::vec3& v);
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void set(const char* name, const glm::vec4& v);
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void set(const char* name, const glm::ivec2& v);
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void set(const char* name, const glm::ivec4& v);
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void set(const char* name, const glm::mat4& v);
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private:
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GLint location(const char* name);
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GLuint program_ = 0;
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std::string vertPath_, fragPath_;
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std::unordered_map<std::string, GLint> locations_;
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};
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} // namespace hd2d
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