restructure v2
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20 changed files with 910 additions and 791 deletions
34
engine/Backend/Shader.h
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34
engine/Backend/Shader.h
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <string>
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class Shader
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{
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public:
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unsigned int ID;
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Shader(const char* vertexPath, const char* fragmentPath);
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void Use() const;
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// Setters;
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void setVec2(const std::string &name, const glm::vec2 &value) const;
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void setVec2(const std::string &name, float x, float y) const;
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void setVec3(const std::string &name, const glm::vec3 &value) const;
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void setVec3(const std::string &name, float x, float y, float z) const;
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void setArr(const std::string &name, const GLint value[], const int &count) const;
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void setVec4(const std::string &name, const glm::vec4 &value) const;
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void setVec4(const std::string &name, float x, float y, float z, float w) const;
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void setMat2(const std::string &name, const glm::mat2 &mat) const;
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void setMat3(const std::string &name, const glm::mat3 &mat) const;
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void setMat4(const std::string &name, const glm::mat4 &mat) const;
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void setDecal(int index, GLint tex, float opacity, const glm::vec4& uvCoords) const;
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private:
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void checkCompileErrors(unsigned int shader, std::string type);
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};
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