ddnet/src/engine/client/opengl_sl_program.h

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#ifndef ENGINE_CLIENT_OPENGL_SL_PROGRAM_H
#define ENGINE_CLIENT_OPENGL_SL_PROGRAM_H
#include <GL/glew.h>
class CGLSL;
class CGLSLProgram {
public:
void CreateProgram();
void DeleteProgram();
bool AddShader(CGLSL* pShader);
void LinkProgram();
void UseProgram();
GLuint GetProgramID();
void DetachShader(CGLSL* pShader);
void DetachShaderByID(GLuint ShaderID);
void DetachAllShaders();
//Support various types
void SetUniformVec2(int Loc, int Count, const float* Value);
void SetUniformVec4(int Loc, int Count, const float* Value);
void SetUniform(int Loc, const int Value);
void SetUniform(int Loc, const unsigned int Value);
void SetUniform(int Loc, const bool Value);
void SetUniform(int Loc, const float Value);
//for performance reason we do not use SetUniform with using strings... save the Locations of the variables instead
int GetUniformLoc(const char* Name);
CGLSLProgram();
virtual ~CGLSLProgram();
protected:
GLuint m_ProgramID;
bool m_IsLinked;
};
class CGLSLTWProgram : public CGLSLProgram {
public:
int m_LocPos;
int m_LocIsTextured;
int m_LocTextureSampler;
};
class CGLSLQuadProgram : public CGLSLTWProgram {
public:
};
class CGLSLPrimitiveProgram : public CGLSLTWProgram {
public:
};
class CGLSLTileProgram : public CGLSLTWProgram {
public:
int m_LocColor;
int m_LocLOD;
};
class CGLSLBorderTileProgram : public CGLSLTileProgram {
public:
int m_LocOffset;
int m_LocDir;
int m_LocNum;
int m_LocJumpIndex;
};
class CGLSLBorderTileLineProgram : public CGLSLTileProgram {
public:
int m_LocDir;
int m_LocNum;
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};
#endif // ENGINE_CLIENT_OPENGL_SL_PROGRAM_H