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#ifndef SHADER_INCLUDED_H
#define SHADER_INCLUDED_H
#include "shader-source.h"
#include <GL/glew.h>
#include <array>
#include <glRef.hpp>
#include <glm/glm.hpp>
#include <string_view>
class Shader {
public:
enum class Program { Basic = 0, Water = 1, LandMass = 2 };
Shader();
void setView(glm::mat4 view) const;
void setModel(glm::mat4 model, Program = Program::Basic) const;
void setUniform(const GLchar *, glm::vec3 dir) const;
private:
class Source {
public:
using ShaderRef = glRef<GLuint, __glewCreateShader, __glewDeleteShader>;
explicit Source(const GLsource src);
ShaderRef id;
};
static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string_view errorMessage);
class ProgramHandle {
public:
ProgramHandle(GLuint, GLuint);
using ProgramRef = glRef<GLuint, __glewCreateProgram, __glewDeleteProgram>;
ProgramRef m_program;
GLint viewProjection_uniform, model_uniform;
};
std::array<ProgramHandle, 3> programs;
};
#endif
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