-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_PROGRAM_H_
#define MSP_GL_PROGRAM_H_
bool specular;
bool normalmap;
bool shadow;
+ bool reflection;
+ bool transform;
StandardFeatures();
std::string create_flags() const;
};
+ struct UniformBlockInfo;
+
struct UniformInfo
{
std::string name;
- int location;
- int size;
+ const UniformBlockInfo *block;
+ unsigned location;
+ unsigned size;
+ unsigned array_stride;
+ unsigned matrix_stride;
GLenum type;
};
+ struct UniformBlockInfo
+ {
+ std::string name;
+ unsigned data_size;
+ unsigned bind_point;
+ std::vector<const UniformInfo *> uniforms;
+ unsigned layout_hash;
+ };
+
+ typedef std::list<Shader *> ShaderList;
+ typedef std::map<std::string, UniformInfo> UniformMap;
+ typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
+
private:
unsigned id;
- std::list<Shader *> shaders;
- bool del_shaders;
+ ShaderList shaders;
+ ShaderList owned_data;
bool linked;
- std::map<std::string, UniformInfo> uniforms;
+ UniformBlockMap uniform_blocks;
+ UniformMap uniforms;
+ unsigned uniform_layout_hash;
public:
Program();
virtual ~Program();
void attach_shader(Shader &shader);
+ void attach_shader_owned(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);
+ const ShaderList &get_shaders() const { return shaders; }
+
void bind_attribute(unsigned, const std::string &);
+
void link();
+private:
+ static unsigned compute_layout_hash(const std::vector<const UniformInfo *> &);
+ static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
+public:
bool is_linked() const { return linked; }
std::string get_info_log() const;
- void bind() const;
+
+ unsigned get_uniform_layout_hash() const { return uniform_layout_hash; }
+ const UniformBlockMap &get_uniform_blocks() const { return uniform_blocks; }
+ const UniformBlockInfo &get_uniform_block_info(const std::string &) const;
+ const UniformMap &get_uniforms() const { return uniforms; }
+ const UniformInfo &get_uniform_info(const std::string &) const;
int get_uniform_location(const std::string &) const;
+ void bind() const;
static void unbind();
};