namespace Msp {
namespace GL {
+class Module;
class Shader;
/**
class Program: public Bindable<Program>
{
public:
- class Loader: public DataFile::ObjectLoader<Program>
+ class Loader: public DataFile::CollectionObjectLoader<Program>
{
public:
- Loader(Program &);
+ Loader(Program &, Collection &);
private:
virtual void finish();
void attribute(unsigned, const std::string &);
void fragment_shader(const std::string &);
void geometry_shader(const std::string &);
+ void module(const std::string &);
void vertex_shader(const std::string &);
};
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;
- ShaderList shaders;
- ShaderList owned_data;
+ std::vector<unsigned> shader_ids;
+ const Module *module;
bool linked;
UniformBlockMap uniform_blocks;
UniformMap uniforms;
Program(const std::string &);
/// Constructs a Program from vertex and fragment shader source code.
- Program(const std::string &, const std::string &);
+ DEPRECATED Program(const std::string &, const std::string &);
private:
void init();
public:
virtual ~Program();
- void attach_shader(Shader &shader);
- void attach_shader_owned(Shader *shader);
- void detach_shader(Shader &shader);
- const ShaderList &get_attached_shaders() const { return shaders; }
+ void add_stages(const Module &);
- void bind_attribute(unsigned, const std::string &);
- void bind_attribute(VertexComponent, const std::string &);
- void bind_fragment_data(unsigned, const std::string &);
+ DEPRECATED void attach_shader(Shader &shader);
+ DEPRECATED void attach_shader_owned(Shader *shader);
+ DEPRECATED void detach_shader(Shader &shader);
+ DEPRECATED const std::vector<Shader *> &get_attached_shaders() const;
+
+ DEPRECATED void bind_attribute(unsigned, const std::string &);
+ DEPRECATED void bind_attribute(VertexComponent, const std::string &);
+ DEPRECATED void bind_fragment_data(unsigned, const std::string &);
void link();
private:
static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
public:
bool is_linked() const { return linked; }
- std::string get_info_log() const;
+ DEPRECATED std::string get_info_log() const;
LayoutHash get_uniform_layout_hash() const { return uniform_layout_hash; }
const UniformBlockMap &get_uniform_blocks() const { return uniform_blocks; }