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#pragma once
#include "ggl.h"
struct UniformTexture { GLint mLocation; GLuint mTexture; UniformTexture() { mLocation = -1; mTexture = 0; } }; struct UniformVector4f { GLint mLocation; float v[4]; UniformVector4f() { mLocation = -1; memset(v, 0, sizeof(float) * 4); } }; class Shader { public: GLuint mProgram; GLuint mPosition; GLuint mColor; GLuint mTexcoord; GLuint mNormal; std::map<std::string, UniformTexture*> mUniformTextures; std::map<std::string, UniformVector4f*> mUniformVec4s; GLint mModelMatrixLocation, mViewMatrixLocation, mProjectionMatrixLocation; GLint mPositionLocation, mColorLocation, mTexcoordLocation, mNormalLocation; void Init(const char*vs, const char*fs); void Bind(float *M, float *V, float*P); void SetTexture(const char * name, const char*imagePath); void SetTexture(const char * name, GLuint texture); void SetVec4(const char * name, float x, float y, float z, float w); };
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