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#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/object.hpp>
#include <mbgl/gl/context.hpp>
#include <string>
namespace mbgl {
namespace gl {
template <class As, class Us>
class Program {
public:
using Attributes = As;
using Vertex = typename Attributes::Vertex;
using Uniforms = Us;
using UniformValues = typename Uniforms::Values;
Program(Context& context, const std::string& vertexSource, const std::string& fragmentSource)
: vertexShader(context.createShader(ShaderType::Vertex, vertexSource)),
fragmentShader(context.createShader(ShaderType::Fragment, fragmentSource)),
program(context.createProgram(vertexShader, fragmentShader)),
attributesState(Attributes::state(program)),
uniformsState(Uniforms::state(program)) {}
UniqueShader vertexShader;
UniqueShader fragmentShader;
UniqueProgram program;
typename Attributes::State attributesState;
typename Uniforms::State uniformsState;
};
} // namespace gl
} // namespace mbgl
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