]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.h
Explicitly define the number of mipmap levels in textures
[libs/gl.git] / source / program.h
index b875ec79f089f28e6ec629cb426ee354d9d674b5..cbb52cd4536e93bd0b2cd65c0f9868cfe946b1f5 100644 (file)
@@ -1,17 +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:
@@ -25,69 +31,93 @@ 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 &);
        };
 
-       struct StandardFeatures
-       {
-               class Loader: public DataFile::ObjectLoader<StandardFeatures>
-               {
-               public:
-                       Loader(StandardFeatures &);
-               };
-
-               bool texture;
-               bool material;
-               bool lighting;
-               bool specular;
-               bool normalmap;
-               bool shadow;
-
-               StandardFeatures();
-
-               std::string create_flags() const;
-       };
+       typedef unsigned LayoutHash;
+       struct UniformBlockInfo;
 
        struct UniformInfo
        {
                std::string name;
-               int location;
-               int size;
+               const UniformBlockInfo *block;
+               unsigned location;
+               unsigned size;
+               unsigned array_stride;
+               unsigned matrix_stride;
                GLenum type;
        };
 
+       struct UniformBlockInfo
+       {
+               std::string name;
+               unsigned data_size;
+               int bind_point;
+               std::vector<const UniformInfo *> uniforms;
+               LayoutHash layout_hash;
+       };
+
+       typedef std::vector<Shader *> ShaderList;
+       typedef std::map<std::string, UniformInfo> UniformMap;
+       typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
+
 private:
        unsigned id;
-       std::list<Shader *> shaders;
-       bool del_shaders;
+       ShaderList shaders;
+       ShaderList owned_data;
        bool linked;
-       std::map<std::string, UniformInfo> uniforms;
+       UniformBlockMap uniform_blocks;
+       UniformMap uniforms;
+       LayoutHash uniform_layout_hash;
+       bool legacy_vars;
 
 public:
+       /// Constructs an empty Program with no Shaders attached.
        Program();
-       Program(const StandardFeatures &);
+
+       /// 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:
        virtual ~Program();
 
        void attach_shader(Shader &shader);
+       void attach_shader_owned(Shader *shader);
        void detach_shader(Shader &shader);
-       void add_standard_shaders(const StandardFeatures &);
-private:
-       static std::string process_standard_source(const char **, const std::string &);
-public:
-       const std::list<Shader *> &get_shaders() const { return shaders; }
-       void set_del_shaders(bool);
+       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 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;
-       void bind() const;
+
+       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();
 };