Shader.h
author František Kučera <franta-hg@frantovo.cz>
Wed, 27 Dec 2023 01:50:38 +0100
branchv_0
changeset 29 dc3c102e1264
parent 10 8382173bfc35
permissions -rw-r--r--
derive OHP3D from ShaderShark

/**
 * OHP3D
 * 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;
};