/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // Simple class to contain GLSL shaders/programs #ifndef GLSL_PROGRAM_H #define GLSL_PROGRAM_H #include class GLSLProgram { public: // construct program from strings GLSLProgram(const char *vsource, const char *fsource); GLSLProgram(const char *vsource, const char *gsource, const char *fsource, GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP); ~GLSLProgram(); void enable(); void disable(); void setUniform1f(const GLchar *name, GLfloat x); void setUniform2f(const GLchar *name, GLfloat x, GLfloat y); void setUniform3f(const char *name, float x, float y, float z); void setUniform4f(const char *name, float x, float y, float z, float w); void setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count = 1); void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose); void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit); inline GLuint getProgId() { return mProg; } private: GLuint checkCompileStatus(GLuint shader, GLint *status); GLuint compileProgram(const char *vsource, const char *gsource, const char *fsource, GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP); GLuint mProg; }; #endif