X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.h;h=4feb862d29483cf99359e52750d671726e1175ef;hb=5ae4b0008b25072b5716f0cb585133315625a661;hp=a7622ecbb586d42d83d9d2380bcdd5d3978d3e24;hpb=798703e937da6b4bbbc4a33f6670ca6fa61e47c3;p=libs%2Fgl.git diff --git a/source/program.h b/source/program.h index a7622ecb..4feb862d 100644 --- a/source/program.h +++ b/source/program.h @@ -7,12 +7,17 @@ #include "bindable.h" #include "gl.h" #include "programbuilder.h" +#include "vertexformat.h" namespace Msp { namespace GL { class Shader; +/** +A complete shader program. Programs can be assembled of individual Shaders or +generated with a set of standard features. +*/ class Program: public Bindable { public: @@ -30,6 +35,7 @@ public: void vertex_shader(const std::string &); }; + typedef unsigned LayoutHash; struct UniformBlockInfo; struct UniformInfo @@ -47,9 +53,9 @@ public: { std::string name; unsigned data_size; - unsigned bind_point; + int bind_point; std::vector uniforms; - unsigned layout_hash; + LayoutHash layout_hash; }; typedef std::list ShaderList; @@ -63,13 +69,19 @@ private: bool linked; UniformBlockMap uniform_blocks; UniformMap uniforms; - unsigned uniform_layout_hash; + LayoutHash uniform_layout_hash; bool legacy_vars; public: + /// Constructs an empty Program with no Shaders attached. Program(); + + /// Constructs a Program with standard features. Program(const ProgramBuilder::StandardFeatures &); + + /// Constructs a Program from vertex and fragment shader source code. Program(const std::string &, const std::string &); + private: void init(); public: @@ -81,16 +93,18 @@ public: const ShaderList &get_shaders() const { return shaders; } void bind_attribute(unsigned, const std::string &); + void bind_attribute(VertexComponent, const std::string &); + void bind_fragment_data(unsigned, const std::string &); void link(); private: - static unsigned compute_layout_hash(const std::vector &); + static LayoutHash 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; - unsigned get_uniform_layout_hash() const { return uniform_layout_hash; } + LayoutHash 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; }