File: program.h

package info (click to toggle)
meshlab 2020.09%2Bdfsg1-1
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 45,124 kB
  • sloc: cpp: 400,238; ansic: 31,952; javascript: 1,578; sh: 387; yacc: 238; lex: 139; python: 86; makefile: 29
file content (665 lines) | stat: -rw-r--r-- 24,664 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
#ifndef GLW_PROGRAM_H
#define GLW_PROGRAM_H

#include <memory.h>

#include <string>
#include <vector>
#include <map>

#include "./vertexshader.h"
#include "./geometryshader.h"
#include "./fragmentshader.h"

namespace glw
{

typedef std::vector<ShaderHandle> ShaderHandleVector;

class VertexAttributeBinding
{
    public:

        typedef void                   BaseType;
        typedef VertexAttributeBinding ThisType;

        typedef std::map<std::string, GLuint> Map;
        typedef Map::const_iterator           ConstIterator;
        typedef Map::iterator                 Iterator;
        typedef Map::value_type               Value;

        Map bindings;

        VertexAttributeBinding(void)
        {
            this->clear();
        }

        void clear(void)
        {
            this->bindings.clear();
        }

        GLuint operator [] (const std::string & attributeName) const
        {
            return this->bindings.find(attributeName)->second;
        }

        GLuint & operator [] (const std::string & attributeName)
        {
            return this->bindings[attributeName];
        }
};

class GeometryStage
{
    public:

        typedef void          BaseType;
        typedef GeometryStage ThisType;

        /*
        GLenum inputPrimitiveType;
        GLenum outputPrimitiveType;
        GLint  maxOutputVertices;
        */

        GeometryStage(void)
        {
            this->clear();
        }

        void clear(void)
        {
            /*
            this->inputPrimitiveType  = GLW_DONT_CARE;
            this->outputPrimitiveType = GLW_DONT_CARE;
            this->maxOutputVertices   = GLW_DONT_CARE;
            */
        }
};

class TransformFeedbackStream
{
    public:

        typedef void                    BaseType;
        typedef TransformFeedbackStream ThisType;

        typedef std::vector<std::string> VaryingVector;

        VaryingVector varyings;
        GLenum        bufferMode;

        TransformFeedbackStream(void)
        {
            this->clear();
        }

        void clear(void)
        {
            this->varyings.clear();
            this->bufferMode = GL_INTERLEAVED_ATTRIBS;
        }
};

class RasterizerSettings
{
    public:

        typedef void               BaseType;
        typedef RasterizerSettings ThisType;

        enum RasterizerExecution
        {
            DontCare = 0,
            Autodetect,
            ForceEnabled,
            ForceDisabled
        };

        // TODO
        //RasterizerExecution execution;

        RasterizerSettings(void)
        {
            this->clear();
        }

        void clear(void)
        {
            //this->execution = ThisType::Autodetect;
        }
};

class FragmentOutputBinding
{
    public:

        typedef void                  BaseType;
        typedef FragmentOutputBinding ThisType;

        typedef std::map<std::string, GLuint> Map;
        typedef Map::const_iterator           ConstIterator;
        typedef Map::iterator                 Iterator;
        typedef Map::value_type               Value;

        Map bindings;

        FragmentOutputBinding(void)
        {
            this->clear();
        }

        void clear(void)
        {
            this->bindings.clear();
        }

        GLuint operator [] (const std::string & outName) const
        {
            return this->bindings.find(outName)->second;
        }

        GLuint & operator [] (const std::string & outName)
        {
            return this->bindings[outName];
        }
};

class ProgramArguments : public ObjectArguments
{
    public:

        typedef ObjectArguments    BaseType;
        typedef ProgramArguments   ThisType;

        ShaderHandleVector         shaders;
        VertexAttributeBinding     vertexInputs;
        GeometryStage              geometryStage;
        TransformFeedbackStream    feedbackStream;
        RasterizerSettings         rasterSettings;
        FragmentOutputBinding      fragmentOutputs;

        ProgramArguments(void)
            : BaseType()
        {
            ;
        }

        void clear(void)
        {
            BaseType::clear();
            this->shaders         .clear();
            this->vertexInputs    .clear();
            this->geometryStage   .clear();
            this->feedbackStream  .clear();
            this->rasterSettings  .clear();
            this->fragmentOutputs .clear();
        }
};

class Program : public Object
{
    friend class Context;

    public:

        typedef Object  BaseType;
        typedef Program ThisType;

        virtual ~Program(void)
        {
            this->destroy();
        }

        virtual Type type(void) const
        {
            return ProgramType;
        }

        const ProgramArguments & arguments(void) const
        {
            return this->m_arguments;
        }

        const std::string & log(void) const
        {
            return this->m_log;
        }

        const std::string & fullLog(void) const
        {
            return this->m_fullLog;
        }

        bool isLinked(void) const
        {
            return this->m_linked;
        }

        GLint getUniformLocation(const std::string & name) const
        {
#if GLW_ASSERT_UNIFORM_LOCATION
            GLW_ASSERT(this->m_uniforms.count(name) > 0);
#endif
            UniformMapConstIterator it = this->m_uniforms.find(name);
            if (it == this->m_uniforms.end()) return -1;
            return it->second.location;
        }

#define _GLW_IMPLEMENT_SCALAR_UNIFORM_(TYPE, FUNCION_SUFFIX) \
    void setUniform    (const std::string & name, TYPE x                                                       ) { glUniform1         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x         ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y                                               ) { glUniform2         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y      ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z                                       ) { glUniform3         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y, z   ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w                               ) { glUniform4         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y, z, w); }

#define _GLW_IMPLEMENT_VECTOR_UNIFORM_(TYPE, FUNCION_SUFFIX) \
    void setUniform1   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform1         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform2   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform2         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform3   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform3         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform4   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform4         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); }

#define _GLW_IMPLEMENT_MATRIX_UNIFORM_(TYPE, FUNCION_SUFFIX) \
    void setUniform2x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform2x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform2x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); }

        _GLW_IMPLEMENT_SCALAR_UNIFORM_(int,          i )
        _GLW_IMPLEMENT_SCALAR_UNIFORM_(unsigned int, ui)
        _GLW_IMPLEMENT_SCALAR_UNIFORM_(float,        f )
//        _GLW_IMPLEMENT_SCALAR_UNIFORM_(double,       d )
        _GLW_IMPLEMENT_VECTOR_UNIFORM_(int,          i )
        _GLW_IMPLEMENT_VECTOR_UNIFORM_(unsigned int, ui)
        _GLW_IMPLEMENT_VECTOR_UNIFORM_(float,        f )
//        _GLW_IMPLEMENT_VECTOR_UNIFORM_(double,       d )
        _GLW_IMPLEMENT_MATRIX_UNIFORM_(float,        f )
//        _GLW_IMPLEMENT_MATRIX_UNIFORM_(double,       d )

        GLW_IMPLEMENT_CUSTOM_UNIFORMS;

#undef _GLW_IMPLEMENT_SCALAR_UNIFORM_
#undef _GLW_IMPLEMENT_VECTOR_UNIFORM_
#undef _GLW_IMPLEMENT_MATRIX_UNIFORM_

    protected:

        Program(Context * ctx)
            : BaseType (ctx)
            , m_linked (false)
        {
            ;
        }

        bool create(const ProgramArguments & args)
        {
            this->destroy();

            this->m_arguments = args;

            GLint boundName = 0;
            glGetIntegerv(GL_CURRENT_PROGRAM, &boundName);

            this->m_name = glCreateProgram();
            this->m_fullLog = "";

            // shaders
            {
                for (size_t i=0; i<this->m_arguments.shaders.size(); ++i)
                {
                    const ShaderHandle & shader = this->m_arguments.shaders[i];
                    if (!shader) continue;
                    this->m_fullLog += shader->log();
                    if (!shader->isCompiled()) continue;
                    glAttachShader(this->m_name, shader->name());
                }
            }

            // vertex
            {
                for (VertexAttributeBinding::ConstIterator it=this->m_arguments.vertexInputs.bindings.begin(); it!=this->m_arguments.vertexInputs.bindings.end(); ++it)
                {
                    glBindAttribLocation(this->m_name, it->second, it->first.c_str());
                }
            }

            // geometry
            {
                ;
            }

            // transform feedback
            {
                const size_t count = this->m_arguments.feedbackStream.varyings.size();
                if (count > 0)
                {
                    const char ** varyings = new const char * [count];
                    for (size_t i=0; i<count; ++i)
                    {
                        varyings[i]  = this->m_arguments.feedbackStream.varyings[i].c_str();
                    }
                    glTransformFeedbackVaryings(this->m_name, GLsizei(count), varyings, this->m_arguments.feedbackStream.bufferMode);
                    delete [] varyings;
                }
            }

            // TODO
            // rasterizer
            {
                ;
            }

            // fragment
            {
                for (FragmentOutputBinding::ConstIterator it=this->m_arguments.fragmentOutputs.bindings.begin(); it!=this->m_arguments.fragmentOutputs.bindings.end(); ++it)
                {
                    glBindFragDataLocation(this->m_name, it->second, it->first.c_str());
                }
            }

            glLinkProgram(this->m_name);

            GLint linkStatus = 0;
            glGetProgramiv(this->m_name, GL_LINK_STATUS, &linkStatus);

            this->m_log      = ThisType::getInfoLog(this->m_name);
            this->m_fullLog += this->m_log;
            this->m_linked   = (linkStatus != GL_FALSE);

#if GLW_PRINT_LOG_TO_STDERR
            std::cerr << "---------------------------" << std::endl;
            std::cerr << "[Program Link Log]: " << ((this->m_linked) ? ("OK") : ("FAILED")) << std::endl;
            std::cerr << this->m_log << std::endl;
            std::cerr << "---------------------------" << std::endl;
#endif

            if (this->m_linked)
            {
                this->postLink();
            }

            glUseProgram(boundName);

            return this->m_linked;
        }

        virtual void doDestroy()
        {
            glDeleteProgram(this->m_name);
            this->m_arguments.clear();
            this->m_log.clear();
            this->m_fullLog.clear();
            this->m_linked = false;
        }

        virtual bool doIsValid(void) const
        {
            return this->m_linked;
        }

    private:

        class UniformInfo
        {
            public:

                typedef void        BaseType;
                typedef UniformInfo ThisType;

                std::string name;
                GLint       location;
                GLenum      type;
                GLint       size;

                UniformInfo(void)
                    : location (-1)
                    , type     (GL_NONE)
                    , size     (0)
                {
                    ;
                }
        };

        typedef std::map<std::string, UniformInfo> UniformMap;
        typedef UniformMap::const_iterator         UniformMapConstIterator;
        typedef UniformMap::iterator               UniformMapIterator;
        typedef UniformMap::value_type             UniformMapValue;

        ProgramArguments m_arguments;
        UniformMap       m_uniforms;
        std::string      m_log;
        std::string      m_fullLog;
        bool             m_linked;

        static std::string getInfoLog(GLuint Program)
        {
            std::string log;
            GLint logLen = 0;
            glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &logLen);
            if (logLen > 0)
            {
                char * sLog = new char[logLen + 1];
                glGetProgramInfoLog(Program, logLen, &logLen, sLog);
                if (logLen > 0)
                {
                    if (sLog[0] != '\0')
                    {
                        sLog[logLen - 1] = '\0';
                        log = sLog;
                    }
                }
                delete [] sLog;
            }
            return log;
        }

        void setupUniforms(void)
        {
            this->m_uniforms.clear();

            GLint ucount = 0;
            glGetProgramiv(this->m_name,  GL_ACTIVE_UNIFORMS, &ucount);
            if (ucount <= 0) return;

            GLint ulen = 0;
            glGetProgramiv(this->m_name, GL_ACTIVE_UNIFORM_MAX_LENGTH, &ulen);
            ulen++; // according to specs, +1 (for null) is already accounted, but some implementations are broken.
            if (ulen <= 0) return;

            UniformInfo info;
            GLchar * uname = new GLchar [ulen + 1];
            for (int i=0; i<int(ucount); ++i)
            {
                GLsizei length = 0;
                glGetActiveUniform(this->m_name, GLuint(i), GLsizei(ulen), &length, &(info.size), &(info.type), uname);
                info.name     = uname;
                info.location = glGetUniformLocation(this->m_name, uname);
                this->m_uniforms.insert(UniformMapValue(info.name, info));
            }
            delete [] uname;
        }

        void postLink(void)
        {
            this->setupUniforms();
        }
};

namespace detail { template <> struct BaseOf <Program> { typedef Object Type; }; };
typedef   detail::ObjectSharedPointerTraits  <Program> ::Type ProgramPtr;

class SafeProgram : public SafeObject
{
    friend class Context;
    friend class BoundProgram;

    public:

        typedef SafeObject  BaseType;
        typedef SafeProgram ThisType;

        const ProgramArguments & arguments(void) const
        {
            return this->object()->arguments();
        }

        const std::string & log(void) const
        {
            return this->object()->log();
        }

        const std::string & fullLog(void) const
        {
            return this->object()->fullLog();
        }

        bool isLinked(void) const
        {
            return this->object()->isLinked();
        }

    protected:

        SafeProgram(const ProgramPtr & program)
            : BaseType(program)
        {
            ;
        }

        const ProgramPtr & object(void) const
        {
            return static_cast<const ProgramPtr &>(BaseType::object());
        }

        ProgramPtr & object(void)
        {
            return static_cast<ProgramPtr &>(BaseType::object());
        }
};

namespace detail { template <> struct BaseOf     <SafeProgram> { typedef SafeObject Type; }; };
namespace detail { template <> struct ObjectBase <SafeProgram> { typedef Program     Type; }; };
namespace detail { template <> struct ObjectSafe <Program    > { typedef SafeProgram Type; }; };
typedef   detail::ObjectSharedPointerTraits      <SafeProgram> ::Type ProgramHandle;

class ProgramBindingParams : public ObjectBindingParams
{
    public:

        typedef ObjectBindingParams BaseType;
        typedef ProgramBindingParams ThisType;

        ProgramBindingParams(void)
            : BaseType(GL_CURRENT_PROGRAM, 0)
        {
            ;
        }
};

class BoundProgram : public BoundObject
{
    friend class Context;

    public:

        typedef BoundObject BaseType;
        typedef BoundProgram ThisType;

        BoundProgram(void)
            : BaseType()
        {
            ;
        }

        const ProgramHandle & handle(void) const
        {
            return static_cast<const ProgramHandle &>(BaseType::handle());
        }

        ProgramHandle & handle(void)
        {
            return static_cast<ProgramHandle &>(BaseType::handle());
        }

#define _GLW_FORWARD_SCALAR_UNIFORM_(TYPE) \
    void setUniform    (const std::string & name, TYPE x                                                       ) { this->object()->setUniform(name, x         ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y                                               ) { this->object()->setUniform(name, x, y      ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z                                       ) { this->object()->setUniform(name, x, y, z   ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w                               ) { this->object()->setUniform(name, x, y, z, w); }

#define _GLW_FORWARD_VECTOR_UNIFORM_(TYPE) \
    void setUniform1   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform1(name, v, count); } \
    void setUniform2   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform2(name, v, count); } \
    void setUniform3   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform3(name, v, count); } \
    void setUniform4   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform4(name, v, count); }

#define _GLW_FORWARD_MATRIX_UNIFORM_(TYPE) \
    void setUniform2x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x2(name, m, transpose, count); } \
    void setUniform2x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x3(name, m, transpose, count); } \
    void setUniform2x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x4(name, m, transpose, count); } \
    void setUniform3x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x2(name, m, transpose, count); } \
    void setUniform3x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x3(name, m, transpose, count); } \
    void setUniform3x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x4(name, m, transpose, count); } \
    void setUniform4x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x2(name, m, transpose, count); } \
    void setUniform4x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x3(name, m, transpose, count); } \
    void setUniform4x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x4(name, m, transpose, count); }

        _GLW_FORWARD_SCALAR_UNIFORM_(int)
        _GLW_FORWARD_SCALAR_UNIFORM_(unsigned int)
        _GLW_FORWARD_SCALAR_UNIFORM_(float)
//        _GLW_FORWARD_SCALAR_UNIFORM_(double)
        _GLW_FORWARD_VECTOR_UNIFORM_(int)
        _GLW_FORWARD_VECTOR_UNIFORM_(unsigned int)
        _GLW_FORWARD_VECTOR_UNIFORM_(float)
//        _GLW_FORWARD_VECTOR_UNIFORM_(double)
        _GLW_FORWARD_MATRIX_UNIFORM_(float)
//        _GLW_FORWARD_MATRIX_UNIFORM_(double)

#undef _GLW_FORWARD_SCALAR_UNIFORM_
#undef _GLW_FORWARD_VECTOR_UNIFORM_
#undef _GLW_FORWARD_MATRIX_UNIFORM_

    protected:

        BoundProgram(const ProgramHandle & handle, const ProgramBindingParams & params)
            : BaseType(handle, params)
        {
            ;
        }

        const ProgramPtr & object(void) const
        {
            return this->handle()->object();
        }

        ProgramPtr & object(void)
        {
            return this->handle()->object();
        }

        virtual void bind(void)
        {
            glUseProgram(this->object()->name());
        }

        virtual void unbind(void)
        {
            glUseProgram(0);
        }
};

namespace detail { template <> struct ParamsOf    <BoundProgram> { typedef ProgramBindingParams Type; }; };
namespace detail { template <> struct BaseOf      <BoundProgram> { typedef BoundObject Type; }; };
namespace detail { template <> struct ObjectBase  <BoundProgram> { typedef Program      Type; }; };
namespace detail { template <> struct ObjectBound <Program     > { typedef BoundProgram Type; }; };
typedef   detail::ObjectSharedPointerTraits       <BoundProgram> ::Type  BoundProgramHandle;

};

#endif // GLW_PROGRAM_H