vkdoom_m/src/gl/shaders/gl_shaderprogram.h
2018-11-20 23:12:20 +01:00

47 lines
No EOL
1.3 KiB
C++

#pragma once
#include "gl_load/gl_system.h"
#include "gl_shader.h"
#include "hwrenderer/postprocessing/hw_shaderprogram.h"
namespace OpenGLRenderer
{
class FShaderProgram : public IShaderProgram
{
public:
FShaderProgram();
~FShaderProgram();
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion) override;
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion) override;
void Link(const char *name);
void SetUniformBufferLocation(int index, const char *name);
void Bind(IRenderQueue *q) override; // the parameter here is just a preparation for Vulkan
GLuint Handle() { return mProgram; }
//explicit operator bool() const { return mProgram != 0; }
std::unique_ptr<IDataBuffer> Uniforms;
private:
FShaderProgram(const FShaderProgram &) = delete;
FShaderProgram &operator=(const FShaderProgram &) = delete;
void CompileShader(ShaderType type);
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
void CreateShader(ShaderType type);
FString GetShaderInfoLog(GLuint handle);
FString GetProgramInfoLog(GLuint handle);
GLuint mProgram = 0;
GLuint mShaders[NumShaderTypes];
FString mShaderSources[NumShaderTypes];
FString mShaderNames[NumShaderTypes];
TArray<std::pair<FString, int>> samplerstobind;
};
}