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#ifndef GLSL_PROGRAM_HPP
#define GLSL_PROGRAM_HPP
#include <GL/glew.h>
#include <string>
class GlslProgram
{
private:
// compiled shader program id
GLuint program_id_ = 0;
GLuint vertex_shader_id_ = 0;
GLuint fragment_shader_id_ = 0;
int attribute_index_ = 0;
// compiles one shader
void compileShader(const GLuint &shader, const std::string &file_path);
public:
GlslProgram();
~GlslProgram();
// compiles vertex and fragment shader
void compileShaders(const std::string &vertex_shader_path, const std::string &fragment_shader_path);
void linkShaders();
void addAttribute(const std::string &attribute_name);
GLint getUniformLocation(const std::string &uniform_name);
void use();
void unuse();
};
#endif
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