Program Listing for File ShaderProgram.hpp
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#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <string>
class ShaderProgram
{
public:
ShaderProgram();
ShaderProgram(const ShaderProgram &) = default;
void create_from_files(const char *vertex_location, const char *fragment_location);
void create_from_files(const char *vertex_location, const char *geometry_location, const char *fragment_location);
void create_computer_shader_program_from_file(const char *compute_location);
bool setUniformVec3(glm::vec3 uniform, const std::string &shaderUniformName);
bool setUniformFloat(GLfloat uniform, const std::string &shaderUniformName);
bool setUniformInt(GLint uniform, const std::string &shaderUniformName);
bool setUniformMatrix4fv(glm::mat4 matrix, const std::string &shaderUniformName);
bool setUniformBlockBinding(GLuint block_binding, const std::string &shaderUniformName);
GLuint get_id() const;
void use_shader_program();
void validate_program();
~ShaderProgram();
protected:
std::string shader_base_dir;
GLuint program_id;
// the file locations from our shaders
const char *vertex_location;
const char *fragment_location;
const char *geometry_location;
const char *compute_location;
void add_shader(GLuint program, const char *shader_code, GLenum shader_type);
void compile_shader_program(const char *vertex_code, const char *fragment_code);
void compile_shader_program(const char *vertex_code, const char *geometry_code, const char *fragment_code);
void compile_compute_shader_program(const char *compute_code);
void compile_program();
bool validateUniformLocation(GLint uniformLocation);
GLuint getUniformLocation(const std::string &shaderUniformName, bool &validity);
void clear_shader_program();
};