/* * LICENSE: zlib/libpng * * raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2020 Rob Loach (@RobLoach) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. */ #ifndef RAYLIB_CPP_INCLUDE_SHADER_HPP_ #define RAYLIB_CPP_INCLUDE_SHADER_HPP_ #include #include "./raylib.hpp" #include "./raylib-cpp-utils.hpp" #include "Texture.hpp" namespace raylib { class Shader : public ::Shader { public: Shader(::Shader shader) { set(shader); } Shader(unsigned int Id, int* Locs) { id = Id; locs = Locs; } Shader() { set(GetShaderDefault()); } GETTERSETTER(unsigned int, Id, id) GETTERSETTER(int*, Locs, locs) Shader& operator=(const ::Shader& shader) { set(shader); return *this; } Shader& operator=(const Shader& shader) { set(shader); return *this; } ~Shader() { Unload(); } void Unload() { ::UnloadShader(*this); } static Shader Load(const std::string& vsFileName, const std::string& fsFileName) { return ::LoadShader(vsFileName.c_str(), fsFileName.c_str()); } static Shader LoadCode(const std::string& vsCode, const std::string& fsCode) { return ::LoadShaderCode(vsCode.c_str(), fsCode.c_str()); } inline Shader& BeginShaderMode() { ::BeginShaderMode(*this); return *this; } inline Shader& EndShaderMode() { ::EndShaderMode(); return *this; } inline int GetLocation(const std::string& uniformName) const { return ::GetShaderLocation(*this, uniformName.c_str()); } inline int GetLocationAttrib(const std::string& attribName) const { return ::GetShaderLocationAttrib(*this, attribName.c_str()); } inline Shader& SetValue(int uniformLoc, const std::string& value, int uniformType) { ::SetShaderValue(*this, uniformLoc, value.c_str(), uniformType); return *this; } /** * @see SetShaderValueV */ inline Shader& SetValue(int uniformLoc, const std::string& value, int uniformType, int count) { ::SetShaderValueV(*this, uniformLoc, value.c_str(), uniformType, count); return *this; } /** * @see ::SetShaderValueMatrix */ inline Shader& SetValue(int uniformLoc, Matrix mat) { ::SetShaderValueMatrix(*this, uniformLoc, mat); return *this; } /** * @see ::SetShaderValueTexture */ inline Shader& SetValue(int uniformLoc, Texture2D texture) { ::SetShaderValueTexture(*this, uniformLoc, texture); return *this; } ::TextureCubemap GenTextureCubemap(Texture2D panorama, int size, int format) { return ::GenTextureCubemap(*this, panorama, size, format); } ::TextureCubemap GenTextureIrradiance(Texture2D panorama, int size) { return ::GenTextureIrradiance(*this, panorama, size); } ::TextureCubemap GenTexturePrefilter(Texture2D panorama, int size) { return ::GenTexturePrefilter(*this, panorama, size); } ::Texture2D GenTextureBRDF(int size) { return ::GenTextureBRDF(*this, size); } protected: inline void set(::Shader shader) { id = shader.id; locs = shader.locs; } }; } // namespace raylib #endif // RAYLIB_CPP_INCLUDE_SHADER_HPP_