GLSLShader.h

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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 

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