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GLSLProgram.h
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/*
* Copyright 1993-2010 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
// Simple class to contain GLSL shaders/programs
#ifndef GLSL_PROGRAM_H
#define GLSL_PROGRAM_H
#include <GL/glew.h>
#include <stdio.h>
class GLSLProgram
{
public:
// construct program from strings
GLSLProgram(const char *vsource, const char *fsource);
GLSLProgram(const char *vsource, const char *gsource, const char *fsource,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP);
~GLSLProgram();
void enable();
void disable();
void setUniform1f(const GLchar *name, GLfloat x);
void setUniform2f(const GLchar *name, GLfloat x, GLfloat y);
void setUniform3f(const char *name, float x, float y, float z);
void setUniform4f(const char *name, float x, float y, float z, float w);
void setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count=1);
void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose);
void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);
inline GLuint getProgId() { return mProg; }
private:
GLuint compileProgram(const char *vsource, const char *gsource, const char *fsource,
GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP);
GLuint mProg;
};
#endif