/* * 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 . */ #ifndef ANTKEEPER_GL_SHADER_PROGRAM_HPP #define ANTKEEPER_GL_SHADER_PROGRAM_HPP #include #include #include #include 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* 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 attached_objects; void find_inputs(); void free_inputs(); std::list inputs; std::unordered_map 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_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