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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-03 19:47:46 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2022-11-03 19:48:31 +0000 |
commit | c3eea71370eb94cff1fd96185458643fab6eb2c5 (patch) | |
tree | cb331dd81d9cb36d69e1b659353796ec170a78e4 /gfx/gl/program.h | |
parent | Rename Shader to SceneShader (diff) | |
download | ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.bz2 ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.tar.xz ilt-c3eea71370eb94cff1fd96185458643fab6eb2c5.zip |
Restructure how shaders are worked with
Needs a tidy-up
Diffstat (limited to 'gfx/gl/program.h')
-rw-r--r-- | gfx/gl/program.h | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/gfx/gl/program.h b/gfx/gl/program.h new file mode 100644 index 0000000..711a26d --- /dev/null +++ b/gfx/gl/program.h @@ -0,0 +1,46 @@ +#pragma once + +#include "shader.h" +#include <GL/glew.h> +#include <glRef.hpp> +#include <glm/mat4x4.hpp> + +class Location; + +class Program { +public: + template<typename... S> Program(const S &... srcs) + { + (glAttachShader(m_program, srcs), ...); + linkAndValidate(); + } + virtual ~Program() = default; + + class UniformLocation { + public: + UniformLocation(GLuint prog, const char * name); + operator auto() const + { + return location; + } + + protected: + GLint location; + }; + + class RequiredUniformLocation : public UniformLocation { + public: + RequiredUniformLocation(GLuint prog, const char * name); + }; + + operator GLuint() const + { + return m_program; + } + +protected: + void use() const; + using ProgramRef = glRef<GLuint, &__glewCreateProgram, &__glewDeleteProgram>; + void linkAndValidate() const; + ProgramRef m_program; +}; |