270 lines
9.2 KiB
C
270 lines
9.2 KiB
C
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//
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// Created by brett on 6/11/23.
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//
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#ifndef PARKSNREC_OPENGL_H
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#define PARKSNREC_OPENGL_H
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#include <glad/gl.h>
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#include <vector>
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#include <blt/math/math.h>
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#include <blt/std/string.h>
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#include <string>
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#include <unordered_map>
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#include <stb/stb_image.h>
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namespace parks {
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class GLTexture2D {
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private:
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GLuint textureID = 0;
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struct {
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int width = 0, height = 0, channels = 4;
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} textureInfo;
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public:
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GLTexture2D() {
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glGenTextures(1, &textureID);
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}
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void bind() const {
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glBindTexture(GL_TEXTURE_2D, textureID);
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}
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void upload(void* data, GLenum type, int width, int height, int channels = 4) {
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auto storage_type = channels == 4 ? GL_RGBA : GL_RGB;
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bind();
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glTexImage2D(
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GL_TEXTURE_2D, 0, storage_type, width, height, 0, storage_type, type, data
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);
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textureInfo.width = width;
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textureInfo.height = height;
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textureInfo.channels = channels;
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}
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~GLTexture2D() {
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glDeleteTextures(1, &textureID);
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}
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};
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struct VBOData {
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GLenum target;
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void* data;
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GLuint size;
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GLenum usage = GL_STATIC_DRAW;
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VBOData(GLenum target, void* data, GLuint size);
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VBOData(GLenum target, void* data, GLuint size, GLenum usage);
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};
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struct VBOAttributes {
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GLuint loc;
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GLint size;
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GLenum type;
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GLsizei stride;
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GLint offset = 0;
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VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride, GLint offset);
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VBOAttributes(GLuint loc, GLint size, GLenum type, GLsizei stride);
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VBOAttributes(GLuint loc, GLint size, GLenum type);
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};
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class VAOStorageObject {
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private:
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struct VAO {
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GLuint vaoID = 0;
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};
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struct VBO {
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GLuint vboID;
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GLuint bindType;
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};
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VAO vao;
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std::vector<VBO> associatedVBOs;
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VBO ebo;
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public:
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VAOStorageObject() {
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glGenVertexArrays(1, &vao.vaoID);
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}
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/**
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* Binds only the VAO and none of the VBOs
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*/
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inline void bind() const {
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glBindVertexArray(vao.vaoID);
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}
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inline void bindEBO() const {
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glBindBuffer(ebo.bindType, ebo.vboID);
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}
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/**
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* Binds both the VAO and all the associated VBOs
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*/
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inline void bindAll() const {
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bind();
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for (const VBO& v : associatedVBOs)
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glBindBuffer(v.bindType, v.vboID);
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}
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void createVBO(VBOData data) {
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VBO vbo{};
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vbo.bindType = data.target;
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glGenBuffers(1, &vbo.vboID);
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glBindBuffer(data.target, vbo.vboID);
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glBufferData(data.target, data.size, data.data, data.usage);
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associatedVBOs.push_back(vbo);
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if (vbo.bindType == GL_ELEMENT_ARRAY_BUFFER)
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ebo = vbo;
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}
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void createVBO(VBOData data, VBOAttributes attribs) {
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createVBO(data);
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glVertexAttribPointer(
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attribs.loc, attribs.size, attribs.type, GL_FALSE, attribs.stride,
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(GLvoid*) (size_t) attribs.offset
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);
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glEnableVertexAttribArray(attribs.loc);
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}
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void createVBO(VBOData data, const std::vector<VBOAttributes>& attribs){
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createVBO(data);
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for (auto attrib : attribs) {
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glVertexAttribPointer(
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attrib.loc, attrib.size, attrib.type, GL_FALSE, attrib.stride,
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(GLvoid*) (size_t) attrib.offset
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);
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glEnableVertexAttribArray(attrib.loc);
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}
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}
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~VAOStorageObject() {
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glDeleteVertexArrays(1, &vao.vaoID);
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for (const auto& v : associatedVBOs)
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glDeleteBuffers(1, &v.vboID);
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}
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};
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class ShaderBase {
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protected:
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struct IntDefaultedToMinusOne {
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GLint i = -1;
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};
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint programID = 0;
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inline GLint getUniformLocation(const std::string& name) {
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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public:
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inline void bind() const {
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glUseProgram(programID);
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}
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inline void setBool(const std::string& name, bool value) {
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glUniform1i(getUniformLocation(name), (int) value);
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}
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inline void setInt(const std::string& name, int value) {
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string& name, float value) {
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string& name, blt::mat4x4& matrix) {
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string& name, const blt::vec3& vec) {
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string& name, const blt::vec4& vec) {
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
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}
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inline void setVec2(const std::string& name, float x, float y) {
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string& name, float x, float y, float z) {
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string& name, float x, float y, float z, float w) {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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};
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/**
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* This part was made for this assignment and will likely be used in future projects
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*/
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class ComputeShader : public ShaderBase {
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private:
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GLuint shaderID = 0;
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public:
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explicit ComputeShader(const std::string& shader_source, bool loadAsString = true);
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inline void execute(int x, int y, int z) const {
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bind();
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glDispatchCompute(x, y, z);
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}
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~ComputeShader();
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};
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/**
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* Note: This is taken from my final project,
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* https://github.com/Tri11Paragon/COSC-3P98-Final-Project/blob/main/include/render/gl.h
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*/
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class Shader : public ShaderBase {
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private:
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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GLuint tessellationShaderID = 0;
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static unsigned int createShader(const std::string& source, int type);
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public:
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/**
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* Creates a shader
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* @param vertex vertex shader source or file
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* @param fragment fragment shader source or file
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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Shader(
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const std::string& vertex, const std::string& fragment,
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const std::string& geometry = "",
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bool load_as_string = true
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);
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Shader(Shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string& name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string& name, int location) const;
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~Shader();
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};
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}
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#endif //PARKSNREC_OPENGL_H
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