3 This file is part of libmspgl
4 Copyright © 2007 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
9 #include "arb_shader_objects.h"
10 #include "arb_vertex_shader.h"
12 #include "extension.h"
25 require_extension("GL_ARB_shader_objects");
26 require_extension("GL_ARB_vertex_shader");
28 id=glCreateProgramObjectARB();
31 Program::Program(const string &vert, const string &frag):
35 require_extension("GL_ARB_shader_objects");
36 require_extension("GL_ARB_vertex_shader");
38 id=glCreateProgramObjectARB();
39 attach_shader(*new Shader(VERTEX_SHADER, vert));
40 attach_shader(*new Shader(FRAGMENT_SHADER, frag));
48 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
51 glDeleteObjectARB(id);
54 void Program::attach_shader(Shader &shader)
56 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
58 glAttachObjectARB(id, shader.get_id());
59 shaders.push_back(&shader);
63 void Program::detach_shader(Shader &shader)
65 list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
68 shaders.erase(i, shaders.end());
69 glDetachObjectARB(id, shader.get_id());
73 void Program::set_del_shaders(bool ds)
78 void Program::bind_attribute(uint index, const string &name)
80 glBindAttribLocationARB(id, index, name.c_str());
85 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
86 if(!(*i)->get_compiled())
90 if(!(linked=get_param(GL_LINK_STATUS)))
91 throw CompileError(get_info_log());
94 int Program::get_param(GLenum param) const
97 glGetObjectParameterivARB(id, param, &value);
101 string Program::get_info_log() const
103 sizei len=get_param(GL_INFO_LOG_LENGTH);
105 glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
106 return string(log, len);
112 throw InvalidState("Program is not linked");
114 glUseProgramObjectARB(id);
118 int Program::get_uniform_location(const string &n) const
120 return glGetUniformLocationARB(id, n.c_str());
123 /*void Program::uniform(int i, int v)
125 glUniform1iARB(i, v);
128 void Program::uniform(int i, float x)
130 glUniform1fARB(i, x);
133 void Program::uniform(int i, float x, float y)
135 glUniform2fARB(i, x, y);
138 void Program::uniform(int i, float x, float y, float z)
140 glUniform3fARB(i, x, y, z);
143 void Program::uniform(int i, float x, float y, float z, float w)
145 glUniform4fARB(i, x, y, z, w);
148 void Program::uniform4(int i, const float *v)
150 glUniform4fvARB(i, 1, v);
153 void Program::uniform_matrix4(int i, const float *v)
155 glUniformMatrix4fvARB(i, 1, false, v);
158 void Program::unbind()
162 glUseProgramObjectARB(0);
167 void Program::maybe_bind()
173 Program *Program::cur_prog=0;
176 Program::Loader::Loader(Program &p):
179 prog.set_del_shaders(true);
181 add("vertex_shader", &Loader::vertex_shader);
182 add("fragment_shader", &Loader::fragment_shader);
183 add("attribute", &Loader::attribute);
186 void Program::Loader::vertex_shader(const string &src)
188 prog.attach_shader(*new Shader(VERTEX_SHADER, src));
191 void Program::Loader::fragment_shader(const string &src)
193 prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
196 void Program::Loader::attribute(uint i, const string &n)
198 prog.bind_attribute(i, n);
201 void Program::Loader::finish()