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#include "Shader.hpp"
#include "render/OpenGL.hpp"
SShader::~SShader() {
destroy();
}
void SShader::createVao() {
glGenVertexArrays(1, &shaderVao);
glBindVertexArray(shaderVao);
if (posAttrib != -1) {
glGenBuffers(1, &shaderVboPos);
glBindBuffer(GL_ARRAY_BUFFER, shaderVboPos);
glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_STATIC_DRAW);
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
// UV VBO (dynamic, may be updated per frame)
if (texAttrib != -1) {
glGenBuffers(1, &shaderVboUv);
glBindBuffer(GL_ARRAY_BUFFER, shaderVboUv);
glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_DYNAMIC_DRAW); // Initial dummy UVs
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void SShader::destroy() {
if (program == 0)
return;
if (shaderVao)
glDeleteVertexArrays(1, &shaderVao);
if (shaderVboPos)
glDeleteBuffers(1, &shaderVboPos);
if (shaderVboUv)
glDeleteBuffers(1, &shaderVboUv);
glDeleteProgram(program);
program = 0;
}
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