PrusaSlicer-NonPlainar/src/slic3r/GUI/GLShader.hpp

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#ifndef slic3r_GLShader_hpp_
#define slic3r_GLShader_hpp_
#include "libslic3r/libslic3r.h"
#include "libslic3r/Point.hpp"
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namespace Slic3r {
class GLShader
{
public:
GLShader() :
fragment_program_id(0),
vertex_program_id(0),
shader_program_id(0)
{}
~GLShader();
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bool load_from_text(const char *fragment_shader, const char *vertex_shader);
bool load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename);
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void release();
int get_attrib_location(const char *name) const;
int get_uniform_location(const char *name) const;
bool set_uniform(const char *name, float value) const;
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bool set_uniform(const char* name, const float* matrix) const;
bool set_uniform(const char* name, int value) const;
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void enable() const;
void disable() const;
unsigned int fragment_program_id;
unsigned int vertex_program_id;
unsigned int shader_program_id;
std::string last_error;
};
class Shader
{
GLShader* m_shader;
public:
Shader();
~Shader();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_initialized() const;
bool start_using() const;
void stop_using() const;
int get_attrib_location(const std::string& name) const;
int get_uniform_location(const std::string& name) const;
void set_uniform(const std::string& name, float value) const;
void set_uniform(const std::string& name, const float* matrix) const;
void set_uniform(const std::string& name, bool value) const;
const GLShader* get_shader() const { return m_shader; }
unsigned int get_shader_program_id() const;
private:
void reset();
};
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}
#endif /* slic3r_GLShader_hpp_ */