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Shader.cpp
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#include "BasicX\System\Shader.h"
using namespace BasicX;
void Shader::Init(void)
{
//m_sProgramName;
//m_sVertexShaderName;
//m_sFragmentShaderName;
//m_nProgram;
m_sProgramName = "";
m_sVertexShaderName = "";
m_sFragmentShaderName = "";
m_nProgram = -1;
}
void Shader::Swap(Shader& other)
{
std::swap( m_sProgramName, other.m_sProgramName);
std::swap( m_sVertexShaderName, other.m_sVertexShaderName);
std::swap( m_sFragmentShaderName, other.m_sFragmentShaderName);
std::swap( m_nProgram, other.m_nProgram);
}
void Shader::Release(void)
{
if(m_nProgram >= 0 )
{
glDeleteProgram(m_nProgram);
m_nProgram = -1;
}
}
//The Big 3
Shader::Shader(void) { Init(); }
Shader::Shader(const Shader& other)
{
m_sProgramName = other.m_sProgramName;
m_sVertexShaderName = other.m_sVertexShaderName;
m_sFragmentShaderName = other.m_sFragmentShaderName;
m_nProgram = other.m_nProgram;
}
Shader& Shader::operator=(const Shader& other)
{
if(this != &other)
{
Release();
Shader temp(other);
Swap(temp);
}
return *this;
}
Shader::~Shader(void)
{
//Release();
}
GLuint Shader::CompileShader(String a_sVertexShader, String a_sFragmentShader, String a_sName)
{
if(a_sName != "")
m_sProgramName = a_sName;
else
m_sProgramName = a_sVertexShader + "||" + a_sFragmentShader;
m_sVertexShaderName = a_sVertexShader;
m_sFragmentShaderName = a_sFragmentShader;
m_nProgram = LoadShaders( m_sVertexShaderName.c_str(), m_sFragmentShaderName.c_str() );
return m_nProgram;
}
//Attributes
String Shader::GetProgramName() { return m_sProgramName; }
String Shader::GetVertexShaderName() { return m_sVertexShaderName; }
String Shader::GetFragmentShaderName() { return m_sFragmentShaderName; }
int Shader::GetProgramID() { return m_nProgram; }