1 #ifndef MSP_GL_PROGRAM_H_
2 #define MSP_GL_PROGRAM_H_
6 #include <msp/datafile/objectloader.h>
15 class Program: public Bindable<Program>
18 class Loader: public DataFile::ObjectLoader<Program>
24 virtual void finish();
26 void attribute(unsigned, const std::string &);
27 void fragment_shader(const std::string &);
29 void vertex_shader(const std::string &);
32 struct StandardFeatures
34 class Loader: public DataFile::ObjectLoader<StandardFeatures>
37 Loader(StandardFeatures &);
51 std::string create_flags() const;
59 unsigned array_stride;
60 unsigned matrix_stride;
64 struct UniformBlockInfo
69 std::vector<const UniformInfo *> uniforms;
73 typedef std::list<Shader *> ShaderList;
74 typedef std::map<std::string, UniformInfo> UniformMap;
75 typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
80 ShaderList owned_data;
82 UniformBlockMap uniform_blocks;
84 unsigned uniform_layout_hash;
88 Program(const StandardFeatures &);
89 Program(const std::string &, const std::string &);
95 void attach_shader(Shader &shader);
96 void attach_shader_owned(Shader *shader);
97 void detach_shader(Shader &shader);
98 void add_standard_shaders(const StandardFeatures &);
100 static std::string process_standard_source(const char **, const std::string &);
102 const ShaderList &get_shaders() const { return shaders; }
104 void bind_attribute(unsigned, const std::string &);
108 static unsigned compute_layout_hash(const std::vector<const UniformInfo *> &);
110 bool is_linked() const { return linked; }
111 std::string get_info_log() const;
113 unsigned get_uniform_layout_hash() const { return uniform_layout_hash; }
114 const UniformBlockMap &get_uniform_blocks() const { return uniform_blocks; }
115 const UniformBlockInfo &get_uniform_block_info(const std::string &) const;
116 const UniformMap &get_uniforms() const { return uniforms; }
117 const UniformInfo &get_uniform_info(const std::string &) const;
118 int get_uniform_location(const std::string &) const;
121 static void unbind();