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#ifndef SHADER_INCLUDED_H
#define SHADER_INCLUDED_H
#include "transform.h"
#include <GL/glew.h>
#include <string>
class Shader {
public:
Shader(const std::string & fileName);
void Bind();
void Update(const Transform & transform, const Camera & camera);
virtual ~Shader();
protected:
private:
static const unsigned int NUM_SHADERS = 2;
static const unsigned int NUM_UNIFORMS = 3;
void
operator=(const Shader & shader)
{
}
Shader(const Shader & shader) { }
std::string LoadShader(const std::string & fileName);
void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage);
GLuint CreateShader(const std::string & text, unsigned int type);
GLuint m_program;
GLuint m_shaders[NUM_SHADERS];
GLuint m_uniforms[NUM_UNIFORMS];
};
#endif
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