paradiso-win/src/lib/shader.hpp

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#ifndef PARADISO_SHADER_HPP
#define PARADISO_SHADER_HPP
#include "globals.hpp"
#include <unordered_map>
#include <variant>
#include <string>
#include <vector>
#include <memory>
#include <tuple>
namespace paradiso
{
struct Shader final
{
Shader();
~Shader();
Shader(const Shader &) = delete;
Shader(Shader &&) = default;
enum class Type
{
Vertex,
Fragment,
Geometry,
Compute
};
void set_source(Type t, const std::string &c) { source_[t] = c; }
std::string source(Type t) const { return source_.at(t); }
bool ready() const;
bool build();
void use();
Shader &set_uniform_at_location(int location, float v); //!< sets a float in a shader
Shader &set_uniform_at_location(int location, uint32_t v); //!< sets a 32bit unsigned in a shader
Shader &set_uniform_at_location(int location, int32_t v); //!< sets a 32bit signed in a shader
/**
* @brief retrieves the position of a uniform
* @param name of the uniform
* @return position of the uniform or negative if it doesn't exist
*/
int uniform_location(std::string const &name) const;
/**
* @brief check if a uniform with the given name exists
* @param name of the uniform
* @return true if found
*/
bool has_uniform(std::string const &name) const { return uniform_location(name) >= 0; }
/**
* sets data of the
*/
template <typename T>
Shader &set_uniform(std::string const &name, T &&value)
{
return set_uniform_at_location(uniform_location(name), std::forward<T>(value));
}
using uniform_t = std::variant<bool, int, float, double /*,vector2f,vector3f,vector4f,matrix4x4f*/>;
using uniform_entry_t = std::tuple<std::string, uniform_t, int>;
using uniform_cache_t = std::vector<uniform_entry_t>;
void set_uniforms(uniform_cache_t c);
uint32_t native_handle() const;
private:
std::unordered_map<Type, std::string> source_;
struct impl;
std::unique_ptr<impl> impl_;
};
}
#endif