Files
RT_GPU/includes/Shader.hpp
2024-12-21 20:47:53 +01:00

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C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Shader.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 18:10:10 by TheRed #+# #+# */
/* Updated: 2024/10/14 19:51:46 by ycontre ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef RT_SHADER__HPP
# define RT_SHADER__HPP
# include "RT.hpp"
class Shader
{
public:
Shader(std::string vertexPath, std::string fragmentPath);
Shader(Shader const &src);
~Shader(void);
Shader &operator=(Shader const &rhs);
// void compile(const char *vertexSource, const char *fragmentSource);
void attach(void);
void setupVertexBuffer(const glm::vec2* vertices, size_t size);
void drawTriangles(size_t size);
// void setBool(const std::string &name, bool value) const;
// void setInt(const std::string &name, int value) const;
// void setFloat(const std::string &name, float value) const;
void setVec2f(const std::string &name, const glm::vec2 &value) const;
// void setVec3(const std::string &name, const RT::Vec3f &value) const;
// void setVec4(const std::string &name, const RT::Vec4f &value) const;
// void setMat4(const std::string &name, const RT::Mat4f &value) const;
GLuint getProgram(void) const;
private:
GLuint _screen_VAO, _screen_VBO;
GLuint _program;
GLuint _vertex;
GLuint _fragment;
void checkCompileErrors(unsigned int shader);
};
#endif