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#pragma once
#include <map>
#include <string>
#include <tuple>
#include <vector>
#include <GL/glew.h>
#include "Eigen/Dense"
#include "util/unsupportedeigenthing/OpenGLSupport"
class Shader {
public:
Shader(const std::string &vertexPath,
const std::string &fragmentPath);
virtual ~Shader();
Shader(Shader &that) = delete;
Shader& operator=(Shader &that) = delete;
Shader(Shader &&that);
Shader& operator=(Shader &&that);
// Basic Usage
GLuint getProgramID() const { return m_programID; }
void bind() const;
void unbind() const;
GLuint getUniformLocation(std::string name);
GLuint getEnumeratedUniformLocation(std::string name, int index);
// Setting Uniforms
void setUniform(const std::string &name, float f);
void setUniform(const std::string &name, int i);
void setUniform(const std::string &name, bool b);
template<typename type, int n, int m>
void setUniform(const std::string &name, const Eigen::Matrix<type, n, m> &mat)
{
glUniform(m_uniforms[name], mat);
}
private:
// Creating the Program
void createProgramID();
void buildShaderProgramFromShaders(const std::vector<GLuint> &shaders);
// Creating Shaders From Filepaths
std::string getFileContents(std::string path);
GLuint createShaderFromString(const std::string &str, GLenum shaderType);
// Discovering attributes/uniforms/textures
void discoverShaderData();
void discoverAttributes();
void discoverUniforms();
bool isUniformArray(const GLchar *name , GLsizei nameLength);
bool isTexture(GLenum type);
void addUniform(const std::string &name);
void addUniformArray(const std::string &name, size_t size);
void addTexture(const std::string &name);
// Identifies the shader program associated with this shader
GLuint m_programID;
// Collections of known attributes/uniforms/textures
std::map<std::string, GLuint> m_attributes;
std::map<std::string, GLuint> m_uniforms;
std::map<std::tuple<std::string, size_t>, GLuint> m_uniformArrays;
std::map<std::string, GLuint> m_textureLocations; // name to uniform location
std::map<GLuint, GLuint> m_textureSlots; // uniform location to texture slot
};
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