Simple game engine with complete export to scripting language
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#include <map>
#include <string>
#include "GL/glew.h"
#include "Utilities/Referenced.h"
#include "TextureManager.h"
#include "RenderWindow.h"
namespace BlueCore {
typedef GLhandleARB ShaderProgram;
typedef GLhandleARB VertexShader;
typedef GLhandleARB FragmentShader;
class ShaderManager : public Referenced, public sigslot::has_slots<>
typedef std::map<std::string, VertexShader> VertexShaderMap;
typedef std::map<std::string, FragmentShader> FragmentShaderMap;
typedef std::map<std::string, ShaderProgram> ShaderProgramMap;
VertexShaderMap vertex_shader;
FragmentShaderMap fragment_shader;
ShaderProgramMap shader_programs;
VertexShader loadVertexShader(const std::string &name);
FragmentShader loadFragmentShader(const std::string &name);
bool _usingShaders;
ref_ptr<RenderWindow> _RenderWindow;
void shutdown();
void WindowCloseSlot();
ShaderManager (RenderWindow* renderwindow);
virtual ~ShaderManager();
bool usingShaders();
ShaderProgram loadShaderProgram(const std::string &name);
void useShaderProgram(ShaderProgram shader_program);
void useTexture(ShaderProgram shader_program, unsigned int texture,
const std::string &name);
void useTangentBuffer(ShaderProgram shader_program,
TangentBuffer *tangent_buffer, const std::string &name);
void disableTangentBuffer(ShaderProgram shader_program,
const std::string &name);*/
} // namespace BlueCore