#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
+#include "datatype.h"
#include "gl.h"
#include "vertexformat.h"
namespace Msp {
namespace GL {
+class GlslModule;
class Module;
class Shader;
unsigned size;
unsigned array_stride;
unsigned matrix_stride;
- GLenum type;
+ DataType type;
};
struct UniformBlockInfo
std::string name;
unsigned location;
unsigned size;
- GLenum type;
+ DataType type;
};
typedef std::map<std::string, UniformInfo> UniformMap;
private:
unsigned id;
- std::vector<unsigned> shader_ids;
+ std::vector<unsigned> stage_ids;
const Module *module;
bool linked;
UniformBlockMap uniform_blocks;
virtual ~Program();
void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
+private:
+ unsigned add_stage(GLenum);
+ void add_glsl_stages(const GlslModule &, const std::map<std::string, int> &);
+ void compile_glsl_stage(unsigned);
+public:
DEPRECATED void attach_shader(Shader &shader);
DEPRECATED void attach_shader_owned(Shader *shader);
DEPRECATED void detach_shader(Shader &shader);
void link();
private:
- static void require_type(GLenum);
void query_uniforms();
void query_uniform_blocks(const std::vector<UniformInfo *> &);
void query_attributes();