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// Copyright (c) 2010-2026, Lawrence Livermore National Security, LLC. Produced
// at the Lawrence Livermore National Laboratory. All Rights reserved. See files
// LICENSE and NOTICE for details. LLNL-CODE-443271.
//
// This file is part of the GLVis visualization tool and library. For more
// information and source code availability see https://glvis.org.
//
// GLVis is free software; you can redistribute it and/or modify it under the
// terms of the BSD-3 license. We welcome feedback and contributions, see file
// CONTRIBUTING.md for details.
#ifndef GLVIS_SHADER_HPP
#define GLVIS_SHADER_HPP
#include <iostream>
#include <unordered_map>
#include "platform_gl.hpp"
#include "types.hpp"
namespace gl3
{
class ShaderProgram
{
public:
ShaderProgram()
{
program_id = glCreateProgram();
if (program_id == 0)
{
std::cerr << "Failed to create an OpenGL program object." << std::endl;
}
}
bool create(std::string vertexShader,
std::string fragmentShader,
std::unordered_map<int, std::string> inAttributes,
int numOutputs);
bool isCompiled() const { return is_compiled; }
int uniform(std::string uniformName) const
{
auto unifId = uniform_idx.find(uniformName);
if (unifId != uniform_idx.end())
{
return unifId->second;
}
return -1;
}
std::unordered_map<std::string, GLuint> getUniformMap() const
{
return uniform_idx;
}
GLuint getProgramId() const { return program_id; }
void bind() const { glUseProgram(program_id); }
private:
static void GetGLSLVersion();
std::string formatShader(const std::string& inShader, GLenum shaderType);
GLuint compileShader(const std::string& inShader, GLenum shaderType);
bool linkShaders(const std::vector<GLuint>& shaders);
void mapShaderUniforms();
static int glsl_version;
const static bool glsl_is_es;
std::unordered_map<int, std::string> attrib_idx;
int num_outputs = 0;
resource::ShaderPrgmHandle program_id = 0;
resource::ShaderHandle vertex_shader = 0;
resource::ShaderHandle fragment_shader = 0;
bool is_compiled = false;
std::unordered_map<std::string, GLuint> uniform_idx;
};
}
#endif // GLVIS_SHADER_HPP
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