X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.h;h=21b38c255e7262d77d01800c2204d27c75c7f0f8;hb=ab83db6f1e31d44ced585119a57fd10896e469cb;hp=82d06a109a9dde15927409b6cdf8a3e1e7272ebd;hpb=a4ec5410595ddf37bfbc0e85ad87d31a9cbf94f1;p=libs%2Fgl.git diff --git a/source/program.h b/source/program.h index 82d06a10..21b38c25 100644 --- a/source/program.h +++ b/source/program.h @@ -1,70 +1,128 @@ -/* $Id$ - -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_ #include #include -#include +#include +#include "bindable.h" #include "gl.h" -#include "types.h" namespace Msp { namespace GL { class Shader; -class Program +class Program: public Bindable { -private: - uint id; - std::list shaders; - bool del_shaders; - bool linked; - - static Program *cur_prog; - public: - class Loader: public DataFile::Loader + class Loader: public DataFile::ObjectLoader { - private: - Program &prog; - public: Loader(Program &); private: - void vertex_shader(const std::string &); - void fragment_shader(const std::string &); - void attribute(uint, 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 + { + public: + Loader(StandardFeatures &); + }; + + bool texture; + bool material; + bool lighting; + bool specular; + bool normalmap; + bool shadow; + bool reflection; + bool transform; + + StandardFeatures(); + + std::string create_flags() const; + }; + + struct UniformBlockInfo; + + struct UniformInfo + { + std::string name; + 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 uniforms; + unsigned layout_hash; + }; + + typedef std::list ShaderList; + typedef std::map UniformMap; + typedef std::map UniformBlockMap; + +private: + unsigned id; + ShaderList shaders; + ShaderList owned_data; + bool linked; + UniformBlockMap uniform_blocks; + UniformMap uniforms; + unsigned uniform_layout_hash; + +public: Program(); + Program(const StandardFeatures &); 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 std::list &get_shaders() const { return shaders; } - void set_del_shaders(bool); - void bind_attribute(uint, const std::string &); + void add_standard_shaders(const StandardFeatures &); +private: + static std::string process_standard_source(const char **, const std::string &); +public: + const ShaderList &get_shaders() const { return shaders; } + + void bind_attribute(unsigned, const std::string &); + void link(); - int get_param(GLenum param) const; - bool get_linked() const { return linked; } +private: + static unsigned compute_layout_hash(const std::vector &); + static bool uniform_location_compare(const UniformInfo *, const UniformInfo *); +public: + bool is_linked() const { return linked; } std::string get_info_log() const; - void bind(); + + 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(); - -private: - void maybe_bind(); }; } // namespace GL