Sources/Toolkits/OpenGL/Shaders/GLUProgram.h

/*
     File: GLUProgram.h
 Abstract: 
 GLSL shader utility toolkit.
 
  Version: 1.2
 
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 */
 
// MacOS X
 
#ifndef _GL_UTILITIES_PROGRAM_H_
#define _GL_UTILITIES_PROGRAM_H_
 
// Mac OS X frameworks
#import <Cocoa/Cocoa.h>
#import <OpenGL/OpenGL.h>
 
// OpenGL container types
#import "GLUContainers.h"
 
#ifdef __cplusplus
 
namespace GLU
{
    // In a large scale system architecture, instead of exposing the data
    // structure, one would hide all the instance variables and instead
    // expose a single opaque data reference.  In this case our opaque data
    // reference is represented by a pointer to Query structure.  The
    // details of this data structure are hidden and only exposed in the
    // implementation file.  All subsequent methods then work with this
    // opaque data reference.
    typedef struct Program  *ProgramRef;
    
    // Compile vertex and fragment shaders
    ProgramRef ProgramCreate(const bool& bUseAsPath,
                             const String& rVertex,
                             const String& rFragment);
    
    // Compile vertex and fragment shaders, with/without optional
    // geometry shader
    ProgramRef ProgramCreate(const bool& bUseAsPath,
                             const String& rVertex,
                             const String& rFragment,
                             const String& rGeometry);
    
    // Compile vertex and fragment shaders
    ProgramRef ProgramCreate(const bool& bUseAsPath,
                             CFStringRef pVertex,
                             CFStringRef pFragment);
    
    // Compile vertex and fragment shaders, with/without optional
    // geometry shader
    ProgramRef ProgramCreate(const bool& bUseAsPath,
                             CFStringRef pVertex,
                             CFStringRef pFragment,
                             CFStringRef pGeometry);
    
    // Make a deep copy of the program object
    ProgramRef ProgramCreateCopy(ProgramRef pProgramSrc);
    
    // Delete all the program object and shaders
    void ProgramDelete(ProgramRef pProgram);
    
    // Add attribute locations using key-value vector pairs
    bool ProgramAddAttributes(const UInts    &rKeys,
                              const Strings  &rValues,
                              ProgramRef pProgram);
    
    // Add attribute locations using key-value array pairs
    bool ProgramAddAttributes(CFArrayRef pKeys,
                              CFArrayRef pValues,
                              ProgramRef pProgram);
    
    // Add attribute locations using a dictionary
    bool ProgramAddAttributes(CFDictionaryRef pLocations,
                              ProgramRef pProgram);
    
    // Add fragment locations using key-value vector pairs
    bool ProgramAddFragments(const UInts& rKeys,
                             const Strings& rValues,
                             ProgramRef pProgram);
    
    // Add fragment locations using key-value array pairs
    bool ProgramAddFragments(CFArrayRef pKeys,
                             CFArrayRef pValues,
                             ProgramRef pProgram);
    
    // Add fragment locations using a dictionary
    bool ProgramAddFragments(CFDictionaryRef pLocations,
                             ProgramRef pProgram);
    
    // Add geometry shader inputs
    bool ProgramAddInputs(const GLenum& nInputType,
                          const GLenum& nOutputType,
                          const GLuint& nVerticesOut,
                          ProgramRef pProgram);
 
    // Create a program object from shaders (that may include an
    // optional geometry shader)
    bool ProgramFinalize(ProgramRef pProgram);
    
    // Get the id associated with the program object
    GLuint ProgramGetHandle(ProgramRef pProgram);
 
    // Bind the program object
    bool ProgramBind(ProgramRef pProgram);
} // GLU
 
#endif
 
#endif