💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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