#include <list>
#include <string>
-#include <GL/gl.h>
-#include <msp/datafile/loader.h>
-#include "types.h"
+#include <msp/datafile/objectloader.h>
+#include "bindable.h"
+#include "gl.h"
namespace Msp {
namespace GL {
class Shader;
-class Program
+class Program: public Bindable<Program>
{
private:
- uint id;
+ unsigned id;
std::list<Shader *> shaders;
bool del_shaders;
bool linked;
- static Program *cur_prog;
-
public:
- class Loader: public DataFile::Loader
+ class Loader: public DataFile::ObjectLoader<Program>
{
- private:
- Program &prog;
-
public:
Loader(Program &);
- ~Loader();
private:
void vertex_shader(const std::string &);
void fragment_shader(const std::string &);
+ void attribute(unsigned, const std::string &);
+ virtual void finish();
};
Program();
Program(const std::string &, const std::string &);
+private:
+ void init();
+public:
virtual ~Program();
void attach_shader(Shader &shader);
void detach_shader(Shader &shader);
const std::list<Shader *> &get_shaders() const { return shaders; }
void set_del_shaders(bool);
- void bind_attribute(int, const std::string &);
- bool link();
+ void bind_attribute(unsigned, const std::string &);
+ void link();
int get_param(GLenum param) const;
bool get_linked() const { return linked; }
std::string get_info_log() const;
- void bind();
+ void bind() const;
int get_uniform_location(const std::string &) const;
- void uniform(int, int);
- void uniform(int, float);
- void uniform(int, float, float);
- void uniform(int, float, float, float);
- void uniform(int, float, float, float, float);
- void uniform_matrix4(int, const float *);
static void unbind();
-
-private:
- void maybe_bind();
};
} // namespace GL