/*

 * Copyright (c) 2025 Huawei Device Co., Ltd.

 * Licensed under the Apache License, Version 2.0 (the "License");

 * you may not use this file except in compliance with the License.

 * You may obtain a copy of the License at

 *

 *     http://www.apache.org/licenses/LICENSE-2.0

 *

 * Unless required by applicable law or agreed to in writing, software

 * distributed under the License is distributed on an "AS IS" BASIS,

 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.

 * See the License for the specific language governing permissions and

 * limitations under the License.

 */

 

#ifndef NATIVEIMAGEDEMO_SHADER_PROGRAM_H

#define NATIVEIMAGEDEMO_SHADER_PROGRAM_H

 

#include <string>

#include <GLES3/gl3.h>

 

namespace OHOS {

namespace Media {

class ShaderProgram {

public:

    ShaderProgram(const std::string &vertexShader, const std::string &fragShader);

    ~ShaderProgram() noexcept;

 

    // disallow copy and move

    ShaderProgram(const ShaderProgram &other) = delete;

    void operator=(const ShaderProgram &other) = delete;

    ShaderProgram(ShaderProgram &&other) = delete;

    void operator=(ShaderProgram &&other) = delete;

 

    bool Valid() const

    {

        return id_ > 0;

    }

    void Use() const

    {

        glUseProgram(id_);

    }

    

    void SetInt(const std::string &name, int value);

    void SetMatrix4v(const std::string &name, const float *matrix, int cnt, bool transpose = false);

 

private:

    void CheckCompileErrors(GLuint shader, const std::string &shaderType);

    GLuint id_ = 0;

};

}

}

#endif