/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef SHADER_H
#define SHADER_H

#include <string>

#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>


// General purpose shader object. Compiles from file, generates
// compile/link-time error messages and hosts several utility 
// functions for easy management.
class Shader
{
public:
    // state
    unsigned int ID; 
    // constructor
    Shader() { }
    // sets the current shader as active
    Shader  &Use();
    // compiles the shader from given source code
    void    Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional 
    // utility functions
    void    SetFloat    (const char *name, float value, bool useShader = false);
    void    SetInteger  (const char *name, int value, bool useShader = false);
    void    SetVector2f (const char *name, float x, float y, bool useShader = false);
    void    SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
    void    SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
    void    SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
    void    SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
    void    SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
    void    SetMatrix4  (const char *name, const glm::mat4 &matrix, bool useShader = false);
private:
    // checks if compilation or linking failed and if so, print the error logs
    void    checkCompileErrors(unsigned int object, std::string type); 
};

#endif
HI