class Program: public Bindable<Program>
{
-private:
- unsigned id;
- std::list<Shader *> shaders;
- bool del_shaders;
- bool linked;
-
public:
class Loader: public DataFile::ObjectLoader<Program>
{
Loader(Program &);
private:
- void vertex_shader(const std::string &);
- void fragment_shader(const std::string &);
- void attribute(unsigned, const std::string &);
virtual void finish();
+
+ void attribute(unsigned, const std::string &);
+ void fragment_shader(const std::string &);
+ void standard();
+ void vertex_shader(const std::string &);
+ };
+
+ struct StandardFeatures
+ {
+ class Loader: public DataFile::ObjectLoader<StandardFeatures>
+ {
+ public:
+ Loader(StandardFeatures &);
+ };
+
+ bool texture;
+ bool material;
+ bool lighting;
+ bool specular;
+ bool normalmap;
+ bool shadow;
+
+ StandardFeatures();
+
+ std::string create_flags() const;
};
+private:
+ unsigned id;
+ std::list<Shader *> shaders;
+ bool del_shaders;
+ bool linked;
+
+public:
Program();
+ Program(const StandardFeatures &);
Program(const std::string &, const std::string &);
private:
void init();
void attach_shader(Shader &shader);
void detach_shader(Shader &shader);
+ void add_standard_shaders(const StandardFeatures &);
+private:
+ static std::string process_standard_source(const char **, const std::string &);
+public:
const std::list<Shader *> &get_shaders() const { return shaders; }
void set_del_shaders(bool);
void bind_attribute(unsigned, const std::string &);