Kelsidavis-WoWee/include/rendering/shader.hpp
Kelsi e805eae33c refactor: add [[nodiscard]] to shader/asset load functions, suppress warnings
Add [[nodiscard]] to VkShaderModule::loadFromFile, Shader::loadFromFile/
loadFromSource, AssetManifest::load, DbcLoader::load — all return bool
indicating success/failure that callers should check.

Suppress with (void) at 17 call sites where validity is checked via
isValid() after loading rather than the return value (m2_renderer
recreatePipelines, swim_effects recreatePipelines).
2026-03-27 15:17:19 -07:00

51 lines
1.8 KiB
C++

#pragma once
#include <string>
#include <unordered_map>
#include <GL/glew.h>
#include <glm/glm.hpp>
namespace wowee {
namespace rendering {
class Shader {
public:
Shader() = default;
~Shader();
[[nodiscard]] bool loadFromFile(const std::string& vertexPath, const std::string& fragmentPath);
[[nodiscard]] bool loadFromSource(const std::string& vertexSource, const std::string& fragmentSource);
void use() const;
void unuse() const;
void setUniform(const std::string& name, int value);
void setUniform(const std::string& name, float value);
void setUniform(const std::string& name, const glm::vec2& value);
void setUniform(const std::string& name, const glm::vec3& value);
void setUniform(const std::string& name, const glm::vec4& value);
void setUniform(const std::string& name, const glm::mat3& value);
void setUniform(const std::string& name, const glm::mat4& value);
void setUniformMatrixArray(const std::string& name, const glm::mat4* matrices, int count);
GLuint getProgram() const { return program; }
// Adopt an externally-created program (no ownership of individual shaders)
void setProgram(GLuint prog) { program = prog; }
// Release ownership without deleting (caller retains the GL program)
void releaseProgram() { program = 0; vertexShader = 0; fragmentShader = 0; }
private:
bool compile(const std::string& vertexSource, const std::string& fragmentSource);
GLint getUniformLocation(const std::string& name) const;
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
// Cache uniform locations to avoid expensive glGetUniformLocation calls
mutable std::unordered_map<std::string, GLint> uniformLocationCache;
};
} // namespace rendering
} // namespace wowee