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glsl_program.h
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glsl_program.h
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//
// by Jan Eric Kyprianidis <www.kyprianidis.com>
// Copyright (C) 2008-2011 Computer Graphics Systems Group at the
// Hasso-Plattner-Institut, Potsdam, Germany <www.hpi3d.de>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
#pragma once
#include "GLee.h"
#include <map>
#include <string>
#include "texture_2d.h"
class texture_2d;
class glsl_program {
public:
glsl_program(const char *id, bool create = false);
~glsl_program();
void use();
bool has_uniform( const char* name ) const;
void set_uniform_1i( const char* name, int value );
void set_uniform_1f( const char* name, float value );
void set_uniform_2f( const char* name, float x, float y );
void set_uniform_3f( const char* name, float x, float y, float z );
void bind_sampler( const char* name, const texture_2d& tex, GLenum filter = GL_NEAREST );
void draw( texture_2d *ca0, texture_2d *ca1 = 0, texture_2d *ca2 = 0, texture_2d *ca3 = 0);
bool attach_shader( GLenum type, const char* source );
bool attach_shader( GLuint sid );
bool link();
static void cleanup();
private:
glsl_program();
glsl_program(const glsl_program&);
GLuint m_id;
};