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#pragma once
#include "../../Result.hpp"
#include "../../types.hpp"
#include "../../utils.hpp"
#include "Uniform.hpp"
#include "DeviceMemory.hpp"
#include <map>
#include <memory>
#include <string>
namespace amalgine {
class ShaderFrame {
DISABLE_COPY(ShaderFrame)
friend class ShaderProgram;
public:
~ShaderFrame();
ShaderFrame(ShaderFrame &&other) = default;
ShaderFrame& operator=(ShaderFrame &&other) = default;
DeviceMemory* get_input_by_name(const char *name);
Result<Uniform> get_uniform_by_name(const char *name);
void draw();
private:
ShaderFrame(u32 shader_program_id);
private:
u32 shader_program_id;
u32 vertex_array_object_id;
// TODO: Use a const char* as a key instead
std::map<std::string, std::unique_ptr<DeviceMemory>> shader_inputs;
};
}
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