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path: root/src/libjin/Graphics/Shader/Shader.h
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#ifndef __LIBJIN_SHADER_H
#define __LIBJIN_SHADER_H
#include "../../jin_configuration.h"
#if LIBJIN_MODULES_RENDER

#include <string>
#include <map>
#include "../../3rdparty/GLee/GLee.h"
#include "../color.h"
#include "../texture.h"
#include "../canvas.h"
#include "base.shader.h"

namespace jin
{
	namespace graphics
	{
		/// 
		/// @details Built in shader program.
		/// 
		class Shader
		{
		public:
			/// 
			/// @brief Create shader program from source code.
			/// 
			/// @param source The shader source code.
			/// 
			static Shader* createShader(const std::string& source);

			/// 
			/// @brief Get current shader.
			///
			static inline Shader* getCurrentShader() { return CurrentShader; }

			/// 
			/// @brief Unuse current shader 
			///
			static void unuse();

			/// 
			/// 
			/// 
			virtual ~Shader();
			
			/// 
			/// 
			/// 
			void use(); 

			/// 
			/// 
			/// 
			void sendFloat(const char* name, float number);

			/// 
			/// 
			/// 
			void sendTexture(const char*  name, const Texture* image);

			/// 
			/// 
			///
			void sendInt(const char* name, int value);

			/// 
			/// 
			///
			void sendVec2(const char* name, float x, float y);

			///
			/// 
			/// 
			void sendVec3(const char* name, float x, float y, float z);

			/// 
			/// 
			/// 
			void sendVec4(const char* name, float x, float y, float z, float w);

			///
			///
			///
			void sendCanvas(const char* name, const Canvas* canvas);

			///
			///
			///
			void sendColor(const char* name, const Color* col);

			///
			///
			///
			void sendMatrix4(const char* name, const math::Matrix* mat4);

			///
			///
			///
			void bindVertexPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers);

			///
			///
			///
			void bindUVPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers);

		protected:
			static Shader* CurrentShader;

			GLint claimTextureUnit(const std::string& name);
			Shader(const std::string& program);
			bool compile(const std::string& program);

			GLuint mPID; 
			GLint mCurrentTextureUnit;
			std::map<std::string, GLint> mTextureUnits;

		};

	} // namespace graphics
} // namespace jin

#endif // LIBJIN_MODULES_RENDER
#endif // __LIBJIN_SHADER_H