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