begin raylib
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@@ -1,16 +1,18 @@
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#pragma once
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#include <td/render/shader/ShaderProgram.h>
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#include <raylib.h>
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#include <td/Maths.h>
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namespace td {
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namespace shader {
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class CameraShaderProgram : public ShaderProgram {
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class CameraShaderProgram {
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private:
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unsigned int m_LocationProjection = 0, m_LocationView = 0;
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public:
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CameraShaderProgram() {}
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CameraShaderProgram() {
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}
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void SetProjectionMatrix(const Mat4f& proj) const;
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void SetViewMatrix(const Mat4f& view) const;
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@@ -1,43 +0,0 @@
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#pragma once
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#include <string>
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#include <td/Maths.h>
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#include <td/render/OpenGL.h>
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namespace td {
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namespace shader {
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class ShaderProgram {
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public:
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ShaderProgram();
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virtual ~ShaderProgram();
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void Start() const;
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void Stop() const;
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protected:
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void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
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void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
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virtual void GetAllUniformLocation() = 0;
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int GetUniformLocation(const std::string& uniformName) const;
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void LoadFloat(unsigned int location, float value) const;
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void LoadInt(unsigned int location, int value) const;
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void LoadVector(unsigned int location, const Vec2f& vector) const;
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void LoadVector(unsigned int location, const Vec3f& vector) const;
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void LoadBoolean(unsigned int location, bool value) const;
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void LoadMat4(unsigned int location, const Mat4f& mat) const;
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void CleanUp() const;
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private:
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unsigned int m_ProgramID;
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unsigned int m_VertexShaderID;
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unsigned int m_FragmentShaderID;
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unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
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unsigned int LoadShader(const std::string& source, GLenum type);
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};
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} // namespace shader
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} // namespace td
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