00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #if !defined(__INCLUDE_GLSLShaderh_INCLUDE__) 00022 #define __INCLUDE_GLSLShaderh_INCLUDE__ 00023 00024 #include <list> 00025 #include <string> 00026 00027 class GLSLShader 00028 { 00029 public: 00030 /// a list of strings with shader preprocessor defines 00031 typedef std::list<std::string> defines_list; 00032 00033 /// type of shader (vertex or fragment, later maybe geometry shader with GF8800+) 00034 enum Type 00035 { 00036 VERTEX, 00037 FRAGMENT 00038 }; 00039 00040 GLSLShader(const char *filename, Type stype, 00041 const defines_list& dl = defines_list()); 00042 ~GLSLShader(); 00043 00044 unsigned int getId() { return id_; } 00045 00046 protected: 00047 unsigned int id_; 00048 00049 private: 00050 GLSLShader(const GLSLShader&); 00051 GLSLShader& operator= (const GLSLShader&); 00052 }; 00053 00054 #endif 00055
1.5.3