--- /dev/null
+#ifndef SHADER_H_
+#define SHADER_H_
+
+#include <vector>
+#include <gmath/gmath.h>
+#include "opengl.h"
+#include "dataset.h"
+
+class ShaderProg;
+
+
+void bind_shader(const ShaderProg *sdr);
+const ShaderProg *get_current_shader();
+
+
+class Shader {
+private:
+ unsigned int sdr;
+ unsigned int type;
+ char *name, *src;
+
+public:
+ Shader();
+ ~Shader();
+
+ unsigned int get_id() const;
+ unsigned int get_type() const;
+
+ void set_name(const char *name);
+ const char *get_name() const;
+
+ void set_source(const char *src);
+ const char *get_source() const;
+
+ bool create(const char *src, unsigned int type);
+ void destroy();
+
+ bool load(const char *fname, unsigned int type);
+
+ friend bool load_shader(Shader*, const char*, unsigned int);
+};
+
+#define VSDR(s) s, GL_VERTEX_SHADER
+#define FSDR(s) s, GL_FRAGMENT_SHADER
+#define PSDR(s) FSDR(s)
+#define GSDR(s) s, GL_GEOMETRY_SHADER
+#define TCSDR(s) s, GL_TESS_CONTROL_SHADER
+#define TESDR(s) s, GL_TESS_EVALUATION_SHADER
+
+class ShaderProg {
+private:
+ unsigned int prog;
+ mutable bool must_link;
+ std::vector<Shader*> shaders;
+
+ struct StateLocCache { int sidx, loc; };
+ /** a cache of all st_ prefixed uniform locations and their corresponding
+ * index in the global uniform state vector (see unistate.h)
+ */
+ mutable std::vector<StateLocCache> stloc_cache;
+
+ void cache_state_uniforms() const;
+ void setup_state_uniforms() const;
+
+public:
+ static ShaderProg *current;
+
+ ShaderProg();
+ ~ShaderProg();
+
+ /// returns the OpenGL object id for this shader program
+ unsigned int get_id() const;
+
+ /** takes a series of shaders, and constructs a program object by linking
+ * them together. Terminate with a null pointer (don't use 0!) */
+ bool create(Shader *sdr, ...);
+ /// same as above, but with a va_list instead of variable arguments.
+ bool create(Shader *sdr, va_list ap);
+ /** takes two shaders (vertex and pixel) and constructs a program object by
+ * linking them together. Either one can be null. */
+ bool create(Shader *vsdr, Shader *psdr);
+
+ /** takes a series of shader source/shader type pairs and constructs a program
+ * object by linking them together. Terminate with a null pointer (don't use 0!)
+ * You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience macros for passing
+ * the pairs.
+ * Example: create(VSDR(vsrc0), VSDR(vsrc1), PSDR(psrc), NULL);
+ */
+ bool create(const char *src, unsigned int type, ...);
+ /// same as above, but with a va_list instead of variable arguments.
+ bool create(const char *src, unsigned int type, va_list ap);
+ /** takes two shaders source strings (vertex and pixel) and constructs
+ * a program object by linking them together. Either one can be null. */
+ bool create(const char *vsrc, const char *psrc);
+
+ void destroy();
+
+ /** takes a series of shader filename/shader type pairs, loads the shaders and
+ * constructs a program object by linking them together. Terminate with a null
+ * pointer (don't use 0!). You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience
+ * macros for passing the pairs.
+ * Example: load(VSDR("vsdr1.glsl"), VSDR("vsdr2.glsl"), PSDR("pixel.glsl"), NULL);
+ */
+ bool load(const char *fname, unsigned int type, ...);
+ /// same as above, but with a va_list instead of variable arguments.
+ bool load(const char *fname, unsigned int type, va_list ap);
+ /** takes the filenames of two shader files (vertex and pixel), loads them and
+ * constructs a program object by linking them together. Either one can be null */
+ bool load(const char *vsrc, const char *psrc);
+
+ void add_shader(Shader *sdr);
+ bool link() const;
+
+ void bind() const;
+
+ int get_attrib_location(const char *name) const;
+ void set_attrib_location(const char *name, int loc) const;
+
+ int get_uniform_location(const char *name) const;
+
+ bool set_uniform(int loc, int val) const;
+ bool set_uniform(int loc, float val) const;
+ bool set_uniform(int loc, const Vec2 &v) const;
+ bool set_uniform(int loc, const Vec3 &v) const;
+ bool set_uniform(int loc, const Vec4 &v) const;
+ bool set_uniform(int loc, const Mat3 &m) const;
+ bool set_uniform(int loc, const Mat4 &m) const;
+
+ bool set_uniform(const char *name, int val) const;
+ bool set_uniform(const char *name, float val) const;
+ bool set_uniform(const char *name, const Vec2 &v) const;
+ bool set_uniform(const char *name, const Vec3 &v) const;
+ bool set_uniform(const char *name, const Vec4 &v) const;
+ bool set_uniform(const char *name, const Mat3 &m) const;
+ bool set_uniform(const char *name, const Mat4 &m) const;
+
+ friend void setup_unistate(const ShaderProg*);
+};
+
+class ShaderSet : public DataSet<Shader*> {
+private:
+ unsigned int type;
+
+public:
+ ShaderSet(unsigned int type);
+};
+
+#endif // SHADER_H_