/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 */

// Simple class to contain GLSL shaders/programs

#ifndef GLSL_PROGRAM_H
#define GLSL_PROGRAM_H

#include <stdio.h>

class GLSLProgram {
 public:
  // construct program from strings
  GLSLProgram(const char *vsource, const char *fsource);
  GLSLProgram(const char *vsource, const char *gsource, const char *fsource,
              GLenum gsInput = GL_POINTS, GLenum gsOutput = GL_TRIANGLE_STRIP);
  ~GLSLProgram();

  void enable();
  void disable();

  void setUniform1f(const GLchar *name, GLfloat x);
  void setUniform2f(const GLchar *name, GLfloat x, GLfloat y);
  void setUniform3f(const char *name, float x, float y, float z);
  void setUniform4f(const char *name, float x, float y, float z, float w);
  void setUniformfv(const GLchar *name, GLfloat *v, int elementSize,
                    int count = 1);
  void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose);

  void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);

  inline GLuint getProgId() { return mProg; }

 private:
  GLuint checkCompileStatus(GLuint shader, GLint *status);
  GLuint compileProgram(const char *vsource, const char *gsource,
                        const char *fsource, GLenum gsInput = GL_POINTS,
                        GLenum gsOutput = GL_TRIANGLE_STRIP);
  GLuint mProg;
};

#endif
