X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.h;h=a3fe57bfbece6c409cf7e967191e580a5fd5c5ac;hp=a7622ecbb586d42d83d9d2380bcdd5d3978d3e24;hb=97b8f0d945474582c2213b70418d399e5641f0d5;hpb=798703e937da6b4bbbc4a33f6670ca6fa61e47c3 diff --git a/source/program.h b/source/program.h index a7622ecb..a3fe57bf 100644 --- a/source/program.h +++ b/source/program.h @@ -7,12 +7,17 @@ #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: @@ -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 @@ -47,9 +54,9 @@ public: { std::string name; unsigned data_size; - unsigned bind_point; + int bind_point; std::vector uniforms; - unsigned layout_hash; + LayoutHash layout_hash; }; typedef std::list ShaderList; @@ -63,13 +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: @@ -78,19 +94,21 @@ 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 &); + 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; - 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; }