]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.h
Entirely new system for building standard shaders
[libs/gl.git] / source / program.h
index 63d43e0f800f65b9ac58b7df6017c6bf7b51588f..8cdfb6de44e561910b0f4e446d0d0095bab76b89 100644 (file)
@@ -1,10 +1,3 @@
-/* $Id$
-
-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_
 
@@ -13,6 +6,7 @@ Distributed under the LGPL
 #include <msp/datafile/objectloader.h>
 #include "bindable.h"
 #include "gl.h"
+#include "programbuilder.h"
 
 namespace Msp {
 namespace GL {
@@ -21,12 +15,6 @@ class Shader;
 
 class Program: public Bindable<Program>
 {
-private:
-       unsigned id;
-       std::list<Shader *> shaders;
-       bool del_shaders;
-       bool linked;
-
 public:
        class Loader: public DataFile::ObjectLoader<Program>
        {
@@ -34,13 +22,52 @@ public:
                Loader(Program &);
 
        private:
-               void vertex_shader(const std::string &);
-               void fragment_shader(const std::string &);
-               void attribute(unsigned, 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 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<const UniformInfo *> uniforms;
+               unsigned layout_hash;
+       };
+
+       typedef std::list<Shader *> ShaderList;
+       typedef std::map<std::string, UniformInfo> UniformMap;
+       typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
+
+private:
+       unsigned id;
+       ShaderList shaders;
+       ShaderList owned_data;
+       bool linked;
+       UniformBlockMap uniform_blocks;
+       UniformMap uniforms;
+       unsigned uniform_layout_hash;
+
+public:
        Program();
+       Program(const ProgramBuilder::StandardFeatures &);
        Program(const std::string &, const std::string &);
 private:
        void init();
@@ -48,17 +75,28 @@ public:
        virtual ~Program();
 
        void attach_shader(Shader &shader);
+       void attach_shader_owned(Shader *shader);
        void detach_shader(Shader &shader);
-       const std::list<Shader *> &get_shaders() const { return shaders; }
-       void set_del_shaders(bool);
+       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<const UniformInfo *> &);
+       static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
+public:
+       bool is_linked() const { return linked; }
        std::string get_info_log() const;
-       void bind() const;
+
+       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();
 };