// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - OpenGL Renderer" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_OPENGLRENDERER_GLSHADER_HPP #define NAZARA_OPENGLRENDERER_GLSHADER_HPP #include #include #include namespace Nz::GL { class Shader { public: Shader() = default; Shader(const Shader&) = delete; Shader(Shader&&) noexcept = default; inline ~Shader(); inline void Compile(); inline bool Create(OpenGLDevice& device, GLenum type); inline void Destroy(); inline bool GetCompilationStatus(std::string* error = nullptr); inline void SetBinarySource(GLenum binaryFormat, const void* binary, GLsizei length); inline void SetSource(const char* source, GLint length); // GL_ARB_gl_spirv inline void SpecializeShader(const GLchar* pEntryPoint, GLuint numSpecializationConstants, const GLuint* pConstantIndex, const GLuint* pConstantValue); Shader& operator=(const Shader&) = delete; Shader& operator=(Shader&&) noexcept = default; private: MovablePtr m_device; MovableValue m_shader; }; } #include #endif