]> 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 f007fb3a5d3636b72820ffb9b6656e7860172977..cbb52cd4536e93bd0b2cd65c0f9868cfe946b1f5 100644 (file)
-/* $Id$
-
-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_
 
-#include <list>
 #include <string>
-#include <GL/gl.h>
-#include <msp/datafile/loader.h>
-#include "types.h"
+#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;
 
-class Program
+/**
+A complete shader program.  Programs can be assembled of individual Shaders or
+generated with a set of standard features.
+*/
+class Program: public Bindable<Program>
 {
-private:
-       uint id;
-       std::list<Shader *> shaders;
-       bool del_shaders;
-       bool linked;
-
-       static Program *cur_prog;
-
 public:
-       class Loader: public DataFile::Loader
+       class Loader: public DataFile::ObjectLoader<Program>
        {
-       private:
-               Program &prog;
-
        public:
                Loader(Program &);
-               ~Loader();
 
        private:
-               void vertex_shader(const std::string &);
+               virtual void finish();
+
+               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
+       {
+               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;
+               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;
+       ShaderList shaders;
+       ShaderList owned_data;
+       bool linked;
+       UniformBlockMap uniform_blocks;
+       UniformMap uniforms;
+       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:
        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);
-       void bind_attribute(int, const std::string &);
-       bool link();
-       int get_param(GLenum param) const;
-       bool get_linked() const { return linked; }
+       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();
+
+       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;
-       void uniform(int, int);
-       void uniform(int, float);
-       void uniform(int, float, float);
-       void uniform(int, float, float, float);
-       void uniform(int, float, float, float, float);
-       void uniform_matrix4(int, const float *);
 
-       static void unbind();
+       bool uses_legacy_variables() const { return legacy_vars; }
 
-private:
-       void maybe_bind();
+       void bind() const;
+       static void unbind();
 };
 
 } // namespace GL