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#pragma once
#include <string>
#include <exception>
#include "Runtime/Graphics/OpenGL.h"
#include "Runtime/Lua/LuaHelper.h"
#include "Runtime/Utilities/UtilMacros.h"
#include "runtime/Debug/Log.h"
// ×ÅÉ«Æ÷³ÌÐò
class Shader : public LuaBind::NativeClass<Shader>
{
public:
Shader(LuaBind::VM*vm, bool keepSrc = false);
Shader(LuaBind::VM*vm, std::string& vert, std::string& frag, bool keepSrc = false)/*throw(ShaderCompileExecption)*/;
~Shader();
void ReCompile(std::string& vert, std::string frag)/*throw(ShaderCompileExecption)*/;
void ReCompileVert(std::string& vert)/*throw(ShaderCompileExecption)*/;
void ReCompileFrag(std::string frag)/*throw(ShaderCompileExecption)*/;
bool IsValid();
GET(GLint, ID, m_ProgramID);
private:
bool m_KeepSrc;
std::string m_VertSrc;
std::string m_FragSrc;
GLint m_ProgramID;
GLint m_FragID;
GLint m_VertID;
LUA_BIND_DECL_CLASS(Shader);
LUA_BIND_DECL_METHOD(_New);
LUA_BIND_DECL_METHOD(_ReCompile);
LUA_BIND_DECL_METHOD(_ReCompileVert);
LUA_BIND_DECL_METHOD(_ReCompileFrag);
LUA_BIND_DECL_METHOD(_IsValid);
LUA_BIND_DECL_METHOD(_GetVertCode);
LUA_BIND_DECL_METHOD(_GetFragCode);
};
class ShaderCompileExecption : public std::exception
{
public:
ShaderCompileExecption(std::string& err)
{
m_Err = err;
}
char const* what() const override
{
return m_Err.c_str();
}
private:
std::string m_Err;
};
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