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