use default texture and shaders from the $SHADER_SHARK_DATA_DIR directory, if not configured as command line arguments
/**
* ShaderShark
* Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <string>
#include <epoxy/gl.h>
#include <epoxy/glx.h>
#include "Buffer.h"
class Shader {
public:
enum class Type : GLenum {
FRAGMENT = GL_FRAGMENT_SHADER,
VERTEX = GL_VERTEX_SHADER,
};
Shader(Type type, const Buffer& source, const std::string& fileName);
virtual ~Shader();
GLuint getId() const;
const std::string getFileName() const;
void update(const Buffer& source);
private:
class Impl;
Impl* impl;
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
};