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src
Shader.h
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#ifndef _SHADER_H_
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#define _SHADER_H_
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#include "include_opengl.h"
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#include <string>
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class
Shader
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{
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public
:
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Shader
();
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Shader
(
const
std::string& name);
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~
Shader
();
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bool
attachShaderSource
(
int
type,
const
std::string& source);
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bool
attachShaderFile
(
int
type,
const
std::string& path);
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bool
compileShaders
();
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bool
link
(
const
std::string& out);
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bool
link
(
const
std::string* out,
int
numAttachments);
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void
bind
();
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void
unbind
();
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GLint
getUniformLocation
(
const
std::string& name)
const
;
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GLint
getAttribLocation
(
const
std::string& name)
const
;
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const
std::string& getName()
const
;
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private
:
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std::string _name;
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GLuint _programHandle;
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GLuint _vertexHandle,
/*_tessControlHandle, _tessEvalHandle,*/
_geomHandle, _fragHandle;
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bool
_compiled, _linked;
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std::string getShaderTypeString(GLint type);
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};
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#endif
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