X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.h;h=fc60db46fcc2265af0b1ad9282eec1b5b19f6dcb;hp=b41f9ac225e9edc724b18d375b278e4793b6b15b;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=749e72344ba72c5654306178617f08cdb0ee03cd diff --git a/source/program.h b/source/program.h index b41f9ac2..fc60db46 100644 --- a/source/program.h +++ b/source/program.h @@ -1,12 +1,11 @@ #ifndef MSP_GL_PROGRAM_H_ #define MSP_GL_PROGRAM_H_ -#include #include +#include #include #include "bindable.h" #include "gl.h" -#include "programbuilder.h" #include "vertexformat.h" namespace Msp { @@ -14,6 +13,10 @@ 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: @@ -27,10 +30,11 @@ public: void attribute(unsigned, const std::string &); void fragment_shader(const std::string &); - void standard(); + void geometry_shader(const std::string &); void vertex_shader(const std::string &); }; + typedef unsigned LayoutHash; struct UniformBlockInfo; struct UniformInfo @@ -48,14 +52,23 @@ 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; + struct AttributeInfo + { + std::string name; + unsigned location; + unsigned size; + GLenum type; + }; + + typedef std::vector ShaderList; typedef std::map UniformMap; typedef std::map UniformBlockMap; + typedef std::map AttributeMap; private: unsigned id; @@ -64,13 +77,19 @@ private: bool linked; UniformBlockMap uniform_blocks; UniformMap uniforms; - unsigned uniform_layout_hash; - bool legacy_vars; + LayoutHash uniform_layout_hash; + AttributeMap attributes; public: + /// Constructs an empty Program with no Shaders attached. Program(); - 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: @@ -79,7 +98,7 @@ 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 &); @@ -87,20 +106,25 @@ public: void link(); private: - static unsigned compute_layout_hash(const std::vector &); + static void require_type(GLenum); + void query_uniforms(); + void query_uniform_blocks(const std::vector &); + void query_attributes(); + 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; } 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; } + const AttributeMap &get_attributes() const { return attributes; } + const AttributeInfo &get_attribute_info(const std::string &) const; + int get_attribute_location(const std::string &) const; void bind() const; static void unbind();