#ifndef MSP_GL_PROGRAM_H_
#define MSP_GL_PROGRAM_H_
-#include <list>
#include <string>
+#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
#include "gl.h"
void attribute(unsigned, const std::string &);
void fragment_shader(const std::string &);
+ void geometry_shader(const std::string &);
void standard();
void vertex_shader(const std::string &);
};
LayoutHash layout_hash;
};
- typedef std::list<Shader *> ShaderList;
+ struct AttributeInfo
+ {
+ std::string name;
+ unsigned location;
+ unsigned size;
+ GLenum type;
+ };
+
+ typedef std::vector<Shader *> ShaderList;
typedef std::map<std::string, UniformInfo> UniformMap;
typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
+ typedef std::map<std::string, AttributeInfo> AttributeMap;
private:
unsigned id;
UniformBlockMap uniform_blocks;
UniformMap uniforms;
LayoutHash uniform_layout_hash;
- bool legacy_vars;
+ AttributeMap attributes;
public:
/// Constructs an empty Program with no Shaders attached.
/// Constructs a Program with standard features.
Program(const ProgramBuilder::StandardFeatures &);
+ /// Constructs a Program from unified source code using ProgramCompiler.
+ Program(const std::string &);
+
/// Constructs a Program from vertex and fragment shader source code.
Program(const std::string &, const std::string &);
void link();
private:
+ void query_uniforms();
+ void query_uniform_blocks(const std::vector<UniformInfo *> &);
+ void query_attributes();
static LayoutHash compute_layout_hash(const std::vector<const UniformInfo *> &);
static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
public:
const UniformMap &get_uniforms() const { return uniforms; }
const UniformInfo &get_uniform_info(const std::string &) const;
int get_uniform_location(const std::string &) const;
-
- bool uses_legacy_variables() const { return legacy_vars; }
+ const AttributeMap &get_attributes() const { return attributes; }
+ const AttributeInfo &get_attribute_info(const std::string &) const;
+ int get_attribute_location(const std::string &) const;
void bind() const;
static void unbind();