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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_GL_SHADER_PROGRAM_HPP
- #define ANTKEEPER_GL_SHADER_PROGRAM_HPP
-
- #include <list>
- #include <string>
- #include <unordered_map>
- #include <unordered_set>
-
- namespace gl {
-
- class shader_object;
- class rasterizer;
- class shader_input;
-
- /**
- * Shader program which can be linked to shader objects and executed.
- *
- * @see gl::shader_object
- */
- class shader_program
- {
- public:
- /**
- * Creates an empty shader program.
- *
- * @exception std::runtime_error An error occurred while creating an OpenGL shader program.
- */
- shader_program();
-
- /**
- * Destroys a shader program.
- */
- ~shader_program();
-
- /**
- * Attaches a shader object to the shader program. Attaching a shader object has no effect on a shader program until shader_program::link() is called.
- *
- * @param object Shader object to attach.
- *
- * @exception std::runtime_error Shader object is already attached to the shader program.
- * @exception std::runtime_error OpenGL shader program is not a valid program object.
- * @exception std::runtime_error OpenGL shader object is not a valid shader object.
- * @exception std::runtime_error OpenGL shader object is already attached to the shader program.
- *
- * @see shader_program::link()
- */
- void attach(const shader_object* object);
-
- /**
- * Detaches a shader object from the shader program. Detaching a shader object has no effect on a shader program until shader_program::link() is called.
- *
- * @param object Shader object to detach.
- *
- * @exception std::runtime_error Shader object is not attached to the shader program.
- * @exception std::runtime_error OpenGL shader program is not a valid program object.
- * @exception std::runtime_error OpenGL shader object is not a valid shader object.
- * @exception std::runtime_error OpenGL shader object is not attached to the shader program.
- *
- * @see shader_program::link()
- */
- void detach(const shader_object* object);
-
- /**
- * Detaches all shader objects from the shader program.
- *
- * @exception std::runtime_error Shader object is not attached to the shader program.
- * @exception std::runtime_error OpenGL shader program is not a valid program object.
- * @exception std::runtime_error OpenGL shader object is not a valid shader object.
- * @exception std::runtime_error OpenGL shader object is not attached to the shader program.
- *
- * @see shader_program::detach(const shader_object*)
- */
- void detach_all();
-
- /**
- * Links all attached shader objects to create an executable shader program.
- *
- * @warning All existing pointers to a shader program's shader inputs will be invalidated if the program is re-linked.
- *
- * @return `true` if the attached shader objects were successfully linked into the shader program, `false` otherwise. If linking fails, check the info log via shader_program::get_info_log() for more information.
- */
- bool link();
-
- /// Returns the shader program info log, which is updated when the shader program is linked.
- const std::string& get_info_log() const;
-
- /// Returns `true` if the shader program has been successfully linked, `false` otherwise.
- bool was_linked() const;
-
- shader_program(const shader_program&) = delete;
- shader_program& operator=(const shader_program&) = delete;
-
- const std::list<shader_input*>* get_inputs() const;
- const shader_input* get_input(const std::string& name) const;
-
- private:
- friend class rasterizer;
-
- unsigned int gl_program_id;
- std::string info_log;
- bool linked;
- std::unordered_set<const shader_object*> attached_objects;
-
- void find_inputs();
- void free_inputs();
-
- std::list<shader_input*> inputs;
- std::unordered_map<std::string, shader_input*> input_map;
-
- };
-
- inline const std::string& shader_program::get_info_log() const
- {
- return info_log;
- }
-
- inline bool shader_program::was_linked() const
- {
- return linked;
- }
-
- inline const std::list<shader_input*>* shader_program::get_inputs() const
- {
- return &inputs;
- }
-
- inline const shader_input* shader_program::get_input(const std::string& name) const
- {
- auto it = input_map.find(name);
- if (it == input_map.end())
- {
- return nullptr;
- }
-
- return it->second;
- }
-
- } // namespace gl
-
- #endif // ANTKEEPER_GL_SHADER_PROGRAM_HPP
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