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Store block pointer in uniform info
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1 #ifndef MSP_GL_PROGRAM_H_
2 #define MSP_GL_PROGRAM_H_
3
4 #include <list>
5 #include <string>
6 #include <msp/datafile/objectloader.h>
7 #include "bindable.h"
8 #include "gl.h"
9
10 namespace Msp {
11 namespace GL {
12
13 class Shader;
14
15 class Program: public Bindable<Program>
16 {
17 public:
18         class Loader: public DataFile::ObjectLoader<Program>
19         {
20         public:
21                 Loader(Program &);
22
23         private:
24                 virtual void finish();
25
26                 void attribute(unsigned, const std::string &);
27                 void fragment_shader(const std::string &);
28                 void standard();
29                 void vertex_shader(const std::string &);
30         };
31
32         struct StandardFeatures
33         {
34                 class Loader: public DataFile::ObjectLoader<StandardFeatures>
35                 {
36                 public:
37                         Loader(StandardFeatures &);
38                 };
39
40                 bool texture;
41                 bool material;
42                 bool lighting;
43                 bool specular;
44                 bool normalmap;
45                 bool shadow;
46                 bool reflection;
47                 bool transform;
48
49                 StandardFeatures();
50
51                 std::string create_flags() const;
52         };
53
54         struct UniformBlockInfo;
55
56         struct UniformInfo
57         {
58                 std::string name;
59                 const UniformBlockInfo *block;
60                 unsigned location;
61                 unsigned size;
62                 unsigned array_stride;
63                 unsigned matrix_stride;
64                 GLenum type;
65         };
66
67         struct UniformBlockInfo
68         {
69                 std::string name;
70                 unsigned data_size;
71                 unsigned bind_point;
72                 std::vector<const UniformInfo *> uniforms;
73                 unsigned layout_hash;
74         };
75
76         typedef std::list<Shader *> ShaderList;
77         typedef std::map<std::string, UniformInfo> UniformMap;
78         typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
79
80 private:
81         unsigned id;
82         ShaderList shaders;
83         ShaderList owned_data;
84         bool linked;
85         UniformBlockMap uniform_blocks;
86         UniformMap uniforms;
87         unsigned uniform_layout_hash;
88
89 public:
90         Program();
91         Program(const StandardFeatures &);
92         Program(const std::string &, const std::string &);
93 private:
94         void init();
95 public:
96         virtual ~Program();
97
98         void attach_shader(Shader &shader);
99         void attach_shader_owned(Shader *shader);
100         void detach_shader(Shader &shader);
101         void add_standard_shaders(const StandardFeatures &);
102 private:
103         static std::string process_standard_source(const char **, const std::string &);
104 public:
105         const ShaderList &get_shaders() const { return shaders; }
106
107         void bind_attribute(unsigned, const std::string &);
108
109         void link();
110 private:
111         static unsigned compute_layout_hash(const std::vector<const UniformInfo *> &);
112 public:
113         bool is_linked() const { return linked; }
114         std::string get_info_log() const;
115
116         unsigned get_uniform_layout_hash() const { return uniform_layout_hash; }
117         const UniformBlockMap &get_uniform_blocks() const { return uniform_blocks; }
118         const UniformBlockInfo &get_uniform_block_info(const std::string &) const;
119         const UniformMap &get_uniforms() const { return uniforms; }
120         const UniformInfo &get_uniform_info(const std::string &) const;
121         int get_uniform_location(const std::string &) const;
122
123         void bind() const;
124         static void unbind();
125 };
126
127 } // namespace GL
128 } // namespace Msp
129
130 #endif