#pragma once #include #include #include #include #include #include #include "dbc.hpp" #include "components.hpp" using components::Material, components::Lighting, components::Light; class Shader { public: unsigned int ID = UINT_MAX; Shader(const std::string& vertexPath, const std::string& fragmentPath); unsigned int load_shader(const std::string& filename, GLenum shader_type); void use() const; void setBool(const std::string &name, bool value) const; void setInt(const std::string &name, int value) const; void setFloat(const std::string &name, float value) const; void setVec4(const std::string &name, float v1, float v2, float v3, float v4) const; void setVec4(const std::string &name, const glm::vec4& value) const; void setVec3(const std::string &name, float v1, float v2, float v3) const; void setVec3(const std::string &name, const glm::vec3& value) const; void setMat4(const std::string &name, const glm::mat4& what) const; void cleanup(); void apply_material(const Material& material); void apply_lighting(const Lighting& lighting); void apply_dir_light(const Light& light, size_t index); void apply_point_light(const Light& light, size_t index); void apply_spot_light(const Light& light, size_t index); };