/*! * \file include/system/Shader.h * \brief OpenGL Shader implementation * * \author xythobuz */ #ifndef _SHADER_H_ #define _SHADER_H_ #include #include #include #include #include "TextureManager.h" class Shader { public: Shader() : programID(-1) { } ~Shader(); int compile(const char* vertex, const char* fragment); void use(); int addUniform(const char* name); unsigned int getUniform(int n); void addBuffer(int n = 1); unsigned int getBuffer(int n); template void bufferData(int buff, std::vector v) { glBindBuffer(GL_ARRAY_BUFFER, getBuffer(buff)); glBufferData(GL_ARRAY_BUFFER, v.size() * sizeof(T), &v[0], GL_STATIC_DRAW); } void loadUniform(int uni, glm::vec2 vec); void loadUniform(int uni, glm::vec4 vec); void loadUniform(int uni, glm::mat4 mat); void loadUniform(int uni, int texture, TextureManager::TextureStorage store, int slot = 0); void bindBuffer(int buff); void bindBuffer(int buff, int location, int size); void disableAttribs(); private: int programID; std::vector uniforms; std::vector buffers; std::vector attribs; }; #endif