- /*
- * Copyright (C) 2023 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 <string>
- #include <unordered_map>
- #include <unordered_set>
- #include <cstdint>
- #include <memory>
- #include <engine/utility/hash/fnv1a.hpp>
-
- namespace gl {
-
- class shader_object;
- class shader_variable;
-
- /**
- * 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();
-
- shader_program(const shader_program&) = delete;
- shader_program(shader_program&&) = delete;
- shader_program& operator=(const shader_program&) = delete;
- shader_program& operator=(shader_program&&) = delete;
-
- /**
- * 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.
- *
- * @return `true` if the attached shader objects were successfully linked into the shader program, `false` otherwise.
- *
- * @warning All existing of the shader program's variables will be invalidated if the program is re-linked.
- */
- bool link();
-
- /// Returns `true` if the shader program has been successfully linked, `false` otherwise.
- [[nodiscard]] inline bool linked() const noexcept
- {
- return m_linked;
- }
-
- /**
- * Returns all active shader variables in the shader program.
- *
- * @return Map of 32-bit FNV-1a hash values of shader variable names to shader variables.
- */
- [[nodiscard]] inline const std::unordered_map<hash::fnv1a32_t, const std::unique_ptr<const shader_variable>>& variables() const noexcept
- {
- return variable_map;
- }
-
- /**
- * Returns a pointer to an active shader variable with the given name, or `nullptr` if not found.
- *
- * @param key 32-bit FNV-1a hash value of a shader variable name.
- *
- * @return Pointer to the active shader variable with the given name, or `nullptr` if not found.
- */
- [[nodiscard]] inline const shader_variable* variable(hash::fnv1a32_t key) const
- {
- if (auto i = variable_map.find(key); i != variable_map.end())
- {
- return i->second.get();
- }
-
- return nullptr;
- }
-
- /**
- * Returns the info log that contains debug information when linking fails.
- */
- [[nodiscard]] inline const std::string& info() const noexcept
- {
- return info_log;
- }
-
- private:
- friend class pipeline;
-
- void load_variables();
-
- unsigned int gl_program_id{0};
- bool m_linked{false};
- std::unordered_set<const shader_object*> attached_objects;
- std::unordered_map<hash::fnv1a32_t, const std::unique_ptr<const shader_variable>> variable_map;
- std::string info_log;
- };
-
- } // namespace gl
-
- #endif // ANTKEEPER_GL_SHADER_PROGRAM_HPP
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