bool specular;
bool normalmap;
bool shadow;
+ bool reflection;
bool transform;
StandardFeatures();
GLenum type;
};
+ typedef std::list<Shader *> ShaderList;
+ typedef std::map<std::string, UniformInfo> UniformMap;
+
private:
unsigned id;
- std::list<Shader *> shaders;
- bool del_shaders;
+ ShaderList shaders;
+ ShaderList owned_data;
bool linked;
- std::map<std::string, UniformInfo> uniforms;
+ 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();
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; }
int get_uniform_location(const std::string &) const;
+ void bind() const;
static void unbind();
};