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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//============================================================
//
// effect.h - BGFX shader material to be applied to a mesh
//
//============================================================
#pragma once
#ifndef __DRAWBGFX_EFFECT__
#define __DRAWBGFX_EFFECT__
#include <bgfx/bgfx.h>
#include <vector>
#include <map>
#include <string>
class bgfx_uniform;
class bgfx_effect
{
public:
bgfx_effect(uint64_t state, bgfx::ShaderHandle vertex_shader, bgfx::ShaderHandle fragment_shader, std::vector<bgfx_uniform*> uniforms);
~bgfx_effect();
void submit(int view, uint64_t blend = 0L);
bgfx_uniform *uniform(std::string name);
bool is_valid() { return m_program_handle.idx != bgfx::kInvalidHandle; }
private:
uint64_t m_state;
bgfx::ProgramHandle m_program_handle;
std::map<std::string, bgfx_uniform*> m_uniforms;
};
#endif // __DRAWBGFX_EFFECT__
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