/*! * @file shader.h * @brief Definition of the Shader rendering class */ #ifndef _SHADER_H #define _SHADER_H #include "base_object.h" #include "glincl.h" #include typedef enum { SHADER_NONE = 0, SHADER_FRAGMENT = 1, SHADER_VERTEX = 0, } SHADER_TYPE; // FORWARD DECLARATION //! A class for ... class Shader : public BaseObject { public: Shader(const char* vertexShaderFile = NULL, const char* fragmentShaderFile = NULL); virtual ~Shader(); static Shader* getShader(const char* vertexShaderFile, const char* fragmentShaderFile); static bool unload(Shader* shader); bool loadShaderProgramm(SHADER_TYPE type, const char* fileName); void activateShader(); static void deactivateShader(); void deleteProgram(SHADER_TYPE type); char* fileRead(const char* fileName); std::vector* fileReadArray(const char* fileName); static bool checkShaderAbility(); inline static bool shaderActive() { return (Shader::storedShader != NULL)?true:false; }; inline static Shader* getActiveShader() { return Shader::storedShader; }; inline static void suspendShader() { Shader* currShader = storedShader; if (storedShader!= NULL) { Shader::deactivateShader(); Shader::storedShader = currShader;} }; inline static void restoreShader() { if (storedShader != NULL) storedShader->activateShader(); storedShader = NULL; }; void printError(GLhandleARB program); void debug() const; private: private: char* fragmentShaderFile; char* vertexShaderFile; GLhandleARB shaderProgram; GLhandleARB vertexShader; GLhandleARB fragmentShader; static Shader* storedShader; }; #endif /* _SHADER_H */