/* Shader Program */
-struct Uniform {
- int location;
- std::string name;
- int state_idx;
-};
-
class ShaderProgram {
protected:
Shader *shaders[2];
- std::vector<Uniform> uniforms;
public:
ShaderProgram();
virtual bool use() const = 0;
virtual void destroy() = 0;
virtual void attach_shader(Shader *shader) = 0;
-
- /*
- THIS PART MIGHT NEED SEVERAL CHANGES: on vulkan we set the uniforms
- using descriptor sets. The current design is suitable for OpenGL and
- it *might* have to be rewritten to work with both APIs later
- */
- virtual int get_uniform_location(const char *name) const = 0;
-
- virtual void set_uniformi(int location, int value) = 0;
- virtual void set_uniformi(int location, int x, int y) = 0;
- virtual void set_uniformi(int location, int x, int y, int z) = 0;
- virtual void set_uniformi(int location, int x, int y, int z, int w) = 0;
-
- virtual void set_uniformf(int location, float value) = 0;
- virtual void set_uniformf(int location, float x, float y) = 0;
- virtual void set_uniformf(int location, float x, float y, float z) = 0;
- virtual void set_uniformf(int location, float x, float y, float z, float w) = 0;
-
- virtual void set_uniform_matrix(int location, const Mat4 &mat) = 0;
};
#endif // SHADER_H_