3 This file is part of libmspgl
4 Copyright © 2007 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
8 #include "arb_shader_objects.h"
9 #include "arb_vertex_shader.h"
11 #include "extension.h"
24 require_extension("GL_ARB_shader_objects");
25 require_extension("GL_ARB_vertex_shader");
27 id=glCreateProgramObjectARB();
30 Program::Program(const string &vert, const string &frag):
34 require_extension("GL_ARB_shader_objects");
35 require_extension("GL_ARB_vertex_shader");
37 id=glCreateProgramObjectARB();
38 attach_shader(*new Shader(VERTEX_SHADER, vert));
39 attach_shader(*new Shader(FRAGMENT_SHADER, frag));
47 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
50 glDeleteObjectARB(id);
53 void Program::attach_shader(Shader &shader)
55 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
57 glAttachObjectARB(id, shader.get_id());
58 shaders.push_back(&shader);
62 void Program::detach_shader(Shader &shader)
64 list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
67 shaders.erase(i, shaders.end());
68 glDetachObjectARB(id, shader.get_id());
72 void Program::set_del_shaders(bool ds)
77 void Program::bind_attribute(uint index, const string &name)
79 glBindAttribLocationARB(id, index, name.c_str());
84 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
85 if(!(*i)->get_compiled())
89 if(!(linked=get_param(GL_LINK_STATUS)))
90 throw CompileError(get_info_log());
93 int Program::get_param(GLenum param) const
96 glGetObjectParameterivARB(id, param, &value);
100 string Program::get_info_log() const
102 sizei len=get_param(GL_INFO_LOG_LENGTH);
104 glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
105 return string(log, len);
111 throw InvalidState("Program is not linked");
113 glUseProgramObjectARB(id);
117 int Program::get_uniform_location(const string &n) const
119 return glGetUniformLocationARB(id, n.c_str());
122 /*void Program::uniform(int i, int v)
124 glUniform1iARB(i, v);
127 void Program::uniform(int i, float x)
129 glUniform1fARB(i, x);
132 void Program::uniform(int i, float x, float y)
134 glUniform2fARB(i, x, y);
137 void Program::uniform(int i, float x, float y, float z)
139 glUniform3fARB(i, x, y, z);
142 void Program::uniform(int i, float x, float y, float z, float w)
144 glUniform4fARB(i, x, y, z, w);
147 void Program::uniform4(int i, const float *v)
149 glUniform4fvARB(i, 1, v);
152 void Program::uniform_matrix4(int i, const float *v)
154 glUniformMatrix4fvARB(i, 1, false, v);
157 void Program::unbind()
161 glUseProgramObjectARB(0);
166 void Program::maybe_bind()
172 Program *Program::cur_prog=0;
175 Program::Loader::Loader(Program &p):
178 prog.set_del_shaders(true);
180 add("vertex_shader", &Loader::vertex_shader);
181 add("fragment_shader", &Loader::fragment_shader);
182 add("attribute", &Loader::attribute);
185 void Program::Loader::vertex_shader(const string &src)
187 prog.attach_shader(*new Shader(VERTEX_SHADER, src));
190 void Program::Loader::fragment_shader(const string &src)
192 prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
195 void Program::Loader::attribute(uint i, const string &n)
197 prog.bind_attribute(i, n);
200 void Program::Loader::finish()