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#include "../../include/mglpp/graphics/Shader.hpp"
namespace mgl {
Shader::Shader() {
shader_program.id = 0;
}
Shader::~Shader() {
mgl_shader_program_deinit(&shader_program);
}
bool Shader::load_from_file(const char *filepath, Type type) {
if(shader_program.id) {
mgl_shader_program_deinit(&shader_program);
shader_program.id = 0;
}
int res = mgl_shader_program_init(&shader_program);
if(res != 0)
return false;
res = mgl_shader_program_add_shader_from_file(&shader_program, filepath, (mgl_shader_type)type);
if(res != 0)
return false;
return mgl_shader_program_finalize(&shader_program) == 0;
}
bool Shader::set_uniform(const char *name, float value) {
return mgl_shader_program_set_uniform_float(&shader_program, name, value) == 0;
}
bool Shader::set_uniform(const char *name, vec2f value) {
return mgl_shader_program_set_uniform_vec2f(&shader_program, name, { value.x, value.y }) == 0;
}
bool Shader::is_valid() const {
return shader_program.id != 0;
}
// static
void Shader::use(Shader *shader) {
if(shader)
mgl_shader_program_use(&shader->shader_program);
else
mgl_shader_program_use(nullptr);
}
}
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