Shader.h
author František Kučera <franta-hg@frantovo.cz>
Wed, 06 Dec 2023 22:54:24 +0100
branchv_0
changeset 21 bcc53967ab3c
parent 10 8382173bfc35
child 29 dc3c102e1264
permissions -rw-r--r--
shaders: dynamic line count derived from the texture resolution
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#pragma once
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#include <string>
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include "Buffer.h"
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class Shader {
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public:
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	enum class Type : GLenum {
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		FRAGMENT = GL_FRAGMENT_SHADER,
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		VERTEX = GL_VERTEX_SHADER,
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	};
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	Shader(Type type, const Buffer& source, const std::string& fileName);
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	virtual ~Shader();
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	GLuint getId() const;
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	const std::string getFileName() const;
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	void update(const Buffer& source);
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private:
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	class Impl;
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	Impl* impl;
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	Shader(const Shader&) = delete;
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	Shader& operator=(const Shader&) = delete;
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};