Files
panopainter/engine/shader.h

47 lines
1.3 KiB
C++

#pragma once
#include "util.h"
enum class kShaderUniform : uint16_t
{
MVP = const_hash("mvp"),
Tex = const_hash("tex"),
Col = const_hash("col"),
Tof = const_hash("texoff"),
Tsz = const_hash("texsz"),
};
class Shader
{
std::map<kShaderUniform, GLuint> m_umap;
GLuint prog;
public:
bool create(const char* vertex, const char* fragment);
void use();
void u_vec4(kShaderUniform id, const glm::vec4& v);
void u_vec2(kShaderUniform id, const glm::vec2& v);
void u_mat4(kShaderUniform id, const glm::mat4& m);
void u_int(kShaderUniform id, int i);
};
enum class kShader : uint16_t
{
Color = const_hash("color"),
Texture = const_hash("texture"),
UVs = const_hash("uvs"),
Font = const_hash("font"),
};
class ShaderManager
{
static std::map<kShader, Shader> m_shaders;
static Shader* m_current;
public:
static bool create(kShader id, const char* vertex, const char* fragment);
static void use(kShader id);
static void use(const char* name);
static void u_vec4(kShaderUniform id, const glm::vec4& v);
static void u_vec2(kShaderUniform id, const glm::vec2& v);
static void u_mat4(kShaderUniform id, const glm::mat4& m);
static void u_int(kShaderUniform id, int i);
};