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#ifndef GLSHADERS_H
#define GLSHADERS_H

//#include <GL/glew.h>
#include "glextensions.h"

#include <QtGui>
#include <QtOpenGL>

#include "vector.h"

class GLShader
{
public:
    friend class GLProgram;
    virtual ~GLShader();
    bool failed() const {return m_failed;}
    QString log();
protected:
    GLShader(const char *data, int size, GLenum shaderType);
    GLShader(const QString& fileName, GLenum shaderType);

    GLhandleARB m_shader;
    bool m_compileError;
    bool m_failed;
};

class GLVertexShader : public GLShader
{
public:
    GLVertexShader(const char *data, int size);
    GLVertexShader(const QString& fileName);
};

class GLFragmentShader : public GLShader
{
public:
    GLFragmentShader(const char *data, int size);
    GLFragmentShader(const QString& fileName);
};

class GLProgram
{
public:
    GLProgram();
    ~GLProgram();
    void attach(const GLShader &shader);
    void detach(const GLShader &shader);
    void bind();
    void unbind();
    bool failed();
    QString log();
    bool hasParameter(const QString& name);
    // use program before setting values
    void setInt(const QString& name, int value);
    void setFloat(const QString& name, float value);
    void setColor(const QString& name, QRgb value);
    void setMatrix(const QString& name, const gfx::Matrix4x4f &mat);
    // TODO: add a bunch of set-functions for different types.
private:
    GLhandleARB m_program;
    bool m_linked;
    bool m_linkError;
    bool m_failed;
};

#endif
