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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SPRING_SHADERHANDLER_HDR
#define SPRING_SHADERHANDLER_HDR
#include <string>
#include <map>
#include "Rendering/Shaders/Shader.h"
class CShaderHandler {
public:
static CShaderHandler* GetInstance();
void ReloadAll();
Shader::IProgramObject* GetProgramObject(const std::string& poClass, const std::string& poName);
void ReleaseProgramObjects(const std::string& poClass);
Shader::IProgramObject* CreateProgramObject(const std::string& poClass, const std::string& poName, bool arbProgram);
/**
* @param soName The filepath to the shader.
* @param soDefs Additional preprocessor flags passed as header.
* @param soType In case of an ARB shader it must be either GL_VERTEX_PROGRAM_ARB & GL_FRAGMENT_PROGRAM_ARB.
* In case of an GLSL shader it can be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, ...
*/
Shader::IShaderObject* CreateShaderObject(const std::string& soName, const std::string& soDefs, int soType);
private:
typedef std::map<std::string, Shader::IProgramObject*> ProgramObjMap;
typedef std::map<std::string, Shader::IProgramObject*>::iterator ProgramObjMapIt;
std::map<std::string, ProgramObjMap> programObjects;
};
#define shaderHandler (CShaderHandler::GetInstance())
#endif
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