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Generate a hash describing the layout of uniforms in a Program
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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 UniformInfo
55         {
56                 std::string name;
57                 int location;
58                 int size;
59                 GLenum type;
60         };
61
62 private:
63         unsigned id;
64         std::list<Shader *> shaders;
65         std::list<Shader *> owned_data;
66         bool linked;
67         std::map<std::string, UniformInfo> uniforms;
68         unsigned uniform_layout_hash;
69
70 public:
71         Program();
72         Program(const StandardFeatures &);
73         Program(const std::string &, const std::string &);
74 private:
75         void init();
76 public:
77         virtual ~Program();
78
79         void attach_shader(Shader &shader);
80         void attach_shader_owned(Shader *shader);
81         void detach_shader(Shader &shader);
82         void add_standard_shaders(const StandardFeatures &);
83 private:
84         static std::string process_standard_source(const char **, const std::string &);
85 public:
86         const std::list<Shader *> &get_shaders() const { return shaders; }
87         void bind_attribute(unsigned, const std::string &);
88         void link();
89         bool is_linked() const { return linked; }
90         std::string get_info_log() const;
91         void bind() const;
92         unsigned get_uniform_layout_hash() const { return uniform_layout_hash; }
93         int get_uniform_location(const std::string &) const;
94
95         static void unbind();
96 };
97
98 } // namespace GL
99 } // namespace Msp
100
101 #endif