]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.h
Better naming algorithm for objects in scene export
[libs/gl.git] / source / program.h
index 8cdfb6de44e561910b0f4e446d0d0095bab76b89..cbb52cd4536e93bd0b2cd65c0f9868cfe946b1f5 100644 (file)
@@ -1,18 +1,23 @@
 #ifndef MSP_GL_PROGRAM_H_
 #define MSP_GL_PROGRAM_H_
 
-#include <list>
 #include <string>
+#include <vector>
 #include <msp/datafile/objectloader.h>
 #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<Program>
 {
 public:
@@ -26,10 +31,12 @@ public:
 
                void attribute(unsigned, const std::string &);
                void fragment_shader(const std::string &);
+               void geometry_shader(const std::string &);
                void standard();
                void vertex_shader(const std::string &);
        };
 
+       typedef unsigned LayoutHash;
        struct UniformBlockInfo;
 
        struct UniformInfo
@@ -47,12 +54,12 @@ public:
        {
                std::string name;
                unsigned data_size;
-               unsigned bind_point;
+               int bind_point;
                std::vector<const UniformInfo *> uniforms;
-               unsigned layout_hash;
+               LayoutHash layout_hash;
        };
 
-       typedef std::list<Shader *> ShaderList;
+       typedef std::vector<Shader *> ShaderList;
        typedef std::map<std::string, UniformInfo> UniformMap;
        typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
 
@@ -63,12 +70,22 @@ 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 unified source code using ProgramCompiler.
+       Program(const std::string &);
+
+       /// Constructs a Program from vertex and fragment shader source code.
        Program(const std::string &, const std::string &);
+
 private:
        void init();
 public:
@@ -77,25 +94,29 @@ public:
        void attach_shader(Shader &shader);
        void attach_shader_owned(Shader *shader);
        void detach_shader(Shader &shader);
-       const ShaderList &get_shaders() const { return shaders; }
+       const ShaderList &get_attached_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<const UniformInfo *> &);
+       static LayoutHash 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;
 
-       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; }
        const UniformInfo &get_uniform_info(const std::string &) const;
        int get_uniform_location(const std::string &) const;
 
+       bool uses_legacy_variables() const { return legacy_vars; }
+
        void bind() const;
        static void unbind();
 };