X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.h;h=a3fe57bfbece6c409cf7e967191e580a5fd5c5ac;hp=80ddf15ca33e282ff71a17cd79695db4fd324972;hb=97b8f0d945474582c2213b70418d399e5641f0d5;hpb=541bf02f18ad27e8c8101e4255586ddbfef40916 diff --git a/source/program.h b/source/program.h index 80ddf15c..a3fe57bf 100644 --- a/source/program.h +++ b/source/program.h @@ -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_ @@ -13,12 +6,18 @@ Distributed under the LGPL #include #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 { public: @@ -32,69 +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 - { - 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 uniforms; + LayoutHash layout_hash; + }; + + typedef std::list ShaderList; + typedef std::map UniformMap; + typedef std::map UniformBlockMap; + private: unsigned id; - std::list shaders; - bool del_shaders; + ShaderList shaders; + ShaderList owned_data; bool linked; - std::map 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 &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 &); + 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(); };