|
Practical Tools for Simple Design
|
#include <Program.hpp>
Public Member Functions | |
| Program (const std::string &vertexShaderFilepath, const std::string &fragmentShaderFilepath) | |
| Program (const Program &)=delete | |
| Program (Program &&other) | |
| Program & | operator= (const Program &)=delete |
| Program & | operator= (Program &&other) |
| GLuint | GetId () const |
| void | Bind () const |
| void | Unbind () const |
| void | Validate () const |
In OpenGL, programs are objects composed of multiple shaders files compiled and linked together. A typical program would require at least a vertex shader and a fragment shader. However, users could add more optional middle layers such as geometry shaders or tesselation shaders.