Files
2026-09-06 21:30:55 +02:00

46 lines
1.4 KiB
C++

#pragma once
#include "GLFunctions.hpp"
#include <glm/glm.hpp>
#include <string>
namespace engine {
// -----------------------------------------------------------------------
// Shader
//
// Thin RAII wrapper around a linked OpenGL program object, compiled from
// a vertex + fragment shader pair loaded from disk.
// -----------------------------------------------------------------------
class Shader {
public:
Shader() = default;
~Shader();
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
Shader(Shader&& other) noexcept;
Shader& operator=(Shader&& other) noexcept;
// Compiles and links the program. Returns false (and logs to stderr)
// on failure; the shader remains unusable but the caller can continue
// running with a null program.
bool loadFromFiles(const std::string& vertexPath, const std::string& fragmentPath);
void use() const;
GLuint id() const { return program_; }
void setMat4(const std::string& name, const glm::mat4& m) const;
void setVec3(const std::string& name, const glm::vec3& v) const;
void setVec4(const std::string& name, const glm::vec4& v) const;
void setFloat(const std::string& name, float f) const;
void setInt(const std::string& name, int i) const;
private:
GLuint program_ = 0;
GLint locationOf(const std::string& name) const;
};
} // namespace engine