147 lines
4.0 KiB
C++
147 lines
4.0 KiB
C++
#ifndef RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_
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#define RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_
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#include "./raylib-cpp-utils.hpp"
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#include "./raylib.hpp"
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#include <rlgl.h>
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#include <string>
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namespace raylib {
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/**
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* Shader type (generic), not managed by C++ RAII.
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*/
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class ShaderUnmanaged : public ::Shader {
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public:
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ShaderUnmanaged() : ::Shader{rlGetShaderIdDefault(), rlGetShaderLocsDefault()} {}
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ShaderUnmanaged(const ::Shader& shader) : ::Shader(shader) { }
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ShaderUnmanaged(unsigned int id, int* locs = nullptr) : ::Shader{id, locs} {}
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ShaderUnmanaged(const std::string& vsFileName, const std::string& fsFileName) {
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set(::LoadShader(vsFileName.c_str(), fsFileName.c_str()));
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}
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ShaderUnmanaged(const char* vsFileName, const char* fsFileName) { set(::LoadShader(vsFileName, fsFileName)); }
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/**
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* Load shader from files and bind default locations.
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*
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* @see ::LoadShader
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*/
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static ::Shader Load(const std::string& vsFileName, const std::string& fsFileName) {
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return ::LoadShader(vsFileName.c_str(), fsFileName.c_str());
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}
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static ::Shader Load(const char* vsFileName, const char* fsFileName) {
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return ::LoadShader(vsFileName, fsFileName);
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}
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/**
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* Load a shader from memory.
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*
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* @see ::LoadShaderFromMemory
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*/
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static ::Shader LoadFromMemory(const std::string& vsCode, const std::string& fsCode) {
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return ::LoadShaderFromMemory(vsCode.c_str(), fsCode.c_str());
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}
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static ::Shader LoadFromMemory(const char* vsCode, const char* fsCode) {
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return ::LoadShaderFromMemory(vsCode, fsCode);
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}
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GETTER(unsigned int, Id, id)
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GETTER(int*, Locs, locs)
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ShaderUnmanaged& operator=(const ::Shader& shader) {
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set(shader);
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return *this;
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}
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/**
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* Begin custom shader drawing.
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*/
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ShaderUnmanaged& BeginMode() {
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::BeginShaderMode(*this);
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return *this;
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}
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/**
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* End custom shader drawing (use default shader).
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*/
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ShaderUnmanaged& EndMode() {
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::EndShaderMode();
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return *this;
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}
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/**
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* Get shader uniform location
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*
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* @see GetShaderLocation()
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*/
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[[nodiscard]] int GetLocation(const std::string& uniformName) const { return ::GetShaderLocation(*this, uniformName.c_str()); }
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/**
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* Get shader attribute location
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*
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* @see GetShaderLocationAttrib()
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*/
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[[nodiscard]] int GetLocationAttrib(const std::string& attribName) const {
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return ::GetShaderLocationAttrib(*this, attribName.c_str());
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}
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/**
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* Set shader uniform value
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*
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* @see SetShaderValue()
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*/
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ShaderUnmanaged& SetValue(int uniformLoc, const void* value, int uniformType) {
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::SetShaderValue(*this, uniformLoc, value, uniformType);
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return *this;
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}
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/**
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* Set shader uniform value vector
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*
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* @see SetShaderValueV()
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*/
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ShaderUnmanaged& SetValue(int uniformLoc, const void* value, int uniformType, int count) {
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::SetShaderValueV(*this, uniformLoc, value, uniformType, count);
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return *this;
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}
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/**
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* Set shader uniform value (matrix 4x4)
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*
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* @see SetShaderValueMatrix()
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*/
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ShaderUnmanaged& SetValue(int uniformLoc, const ::Matrix& mat) {
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::SetShaderValueMatrix(*this, uniformLoc, mat);
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return *this;
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}
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/**
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* Set shader uniform value for texture
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*
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* @see SetShaderValueTexture()
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*/
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ShaderUnmanaged& SetValue(int uniformLoc, const ::Texture2D& texture) {
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::SetShaderValueTexture(*this, uniformLoc, texture);
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return *this;
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}
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/**
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* Retrieves whether or not the shader is ready.
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*/
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[[nodiscard]] bool IsValid() const { return ::IsShaderValid(*this); }
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protected:
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void set(const ::Shader& shader) {
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id = shader.id;
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locs = shader.locs;
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}
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};
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} // namespace raylib
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using RShaderUnmanaged = raylib::ShaderUnmanaged;
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#endif // RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_
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