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#ifndef __JIN_JSL_H
#define __JIN_JSL_H

#include <string>
#include <map>
#include "color.h"
#include "image.h"
#include "canvas.h"
#include "3rdparty/GLee/GLee.h"

namespace jin
{
namespace render
{

    class JSLProgram
    {
    public:

        JSLProgram(const char* program);
        ~JSLProgram();

        inline void JSLProgram::use()
        {
            glUseProgram(pid);
            currentJSLProgram = this;
            currentTextureUnit = 0;
        }

        static inline void JSLProgram::unuse()
        {
            glUseProgram(0);
            currentJSLProgram = nullptr;
            currentTextureUnit = 0;
        }

        void sendFloat(const char* name, float number);
        void sendImage(const char*  name, const Image* image);
        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);

        static inline JSLProgram* getCurrentJSL()
        {
            return currentJSLProgram;
        }

    private:

        GLuint pid; 

        std::map<std::string, GLint> texturePool;

        static JSLProgram* currentJSLProgram;
        static GLint currentTextureUnit;
        static GLint maxTextureUnits;

        GLint getTextureUnit(const std::string& name);

        inline void initialize(const char* program);
        inline void destroy();

    };

}
}

#endif