Distributed under the LGPL
*/
-#define GL_GLEXT_PROTOTYPES
-#include "error.h"
+#include <algorithm>
+#include "arb_shader_objects.h"
+#include "arb_vertex_shader.h"
+#include "except.h"
+#include "extension.h"
#include "program.h"
#include "shader.h"
namespace GL {
Program::Program():
- id(glCreateProgram()),
- del_shaders(false),
- linked(false)
-{ }
+ del_shaders(false)
+{
+ init();
+}
Program::Program(const string &vert, const string &frag):
- id(glCreateProgram()),
- del_shaders(true),
- linked(false)
+ del_shaders(true)
{
+ init();
+
attach_shader(*new Shader(VERTEX_SHADER, vert));
attach_shader(*new Shader(FRAGMENT_SHADER, frag));
link();
}
+void Program::init()
+{
+ static RequireExtension _ext("GL_ARB_shader_objects");
+
+ linked=false;
+ id=glCreateProgramObjectARB();
+}
+
Program::~Program()
{
if(del_shaders)
for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
delete *i;
}
- glDeleteProgram(id);
+ glDeleteObjectARB(id);
}
void Program::attach_shader(Shader &shader)
{
if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
{
- glAttachShader(id, shader.get_id());
+ glAttachObjectARB(id, shader.get_id());
shaders.push_back(&shader);
}
}
if(i!=shaders.end())
{
shaders.erase(i, shaders.end());
- glDetachShader(id, shader.get_id());
+ glDetachObjectARB(id, shader.get_id());
}
}
del_shaders=ds;
}
-void Program::bind_attribute(int index, const string &name)
+void Program::bind_attribute(uint index, const string &name)
{
- glBindAttribLocation(id, index, name.c_str());
+ static RequireExtension _ext("GL_ARB_vertex_shader");
+ glBindAttribLocationARB(id, index, name.c_str());
}
-bool Program::link()
+void Program::link()
{
for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- if(!(*i)->get_compiled() && !(*i)->compile())
- return false;
+ if(!(*i)->get_compiled())
+ (*i)->compile();
- glLinkProgram(id);
- linked=get_param(GL_LINK_STATUS);
- return linked;
+ glLinkProgramARB(id);
+ if(!(linked=get_param(GL_LINK_STATUS)))
+ throw CompileError(get_info_log());
}
int Program::get_param(GLenum param) const
{
int value;
- glGetProgramiv(id, param, &value);
+ glGetObjectParameterivARB(id, param, &value);
return value;
}
{
sizei len=get_param(GL_INFO_LOG_LENGTH);
char log[len+1];
- glGetProgramInfoLog(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
+ glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
return string(log, len);
}
-void Program::bind()
+void Program::bind() const
{
if(!linked)
throw InvalidState("Program is not linked");
- glUseProgram(id);
+ glUseProgramObjectARB(id);
cur_prog=this;
}
int Program::get_uniform_location(const string &n) const
{
- return glGetUniformLocation(id, n.c_str());
-}
-
-void Program::uniform(int i, int v)
-{
- glUniform1i(i, v);
-}
-
-void Program::uniform(int i, float x)
-{
- glUniform1f(i, x);
-}
-
-void Program::uniform(int i, float x, float y)
-{
- glUniform2f(i, x, y);
-}
-
-void Program::uniform(int i, float x, float y, float z)
-{
- glUniform3f(i, x, y, z);
-}
-
-void Program::uniform(int i, float x, float y, float z, float w)
-{
- glUniform4f(i, x, y, z, w);
-}
-
-void Program::uniform_matrix4(int i, const float *v)
-{
- glUniformMatrix4fv(i, 1, false, v);
+ return glGetUniformLocationARB(id, n.c_str());
}
void Program::unbind()
{
- glUseProgram(0);
- cur_prog=0;
+ if(cur_prog)
+ {
+ glUseProgramObjectARB(0);
+ cur_prog=0;
+ }
}
void Program::maybe_bind()
bind();
}
-Program *Program::cur_prog=0;
+const Program *Program::cur_prog=0;
Program::Loader::Loader(Program &p):
add("vertex_shader", &Loader::vertex_shader);
add("fragment_shader", &Loader::fragment_shader);
-}
-
-Program::Loader::~Loader()
-{
- prog.link();
+ add("attribute", &Loader::attribute);
}
void Program::Loader::vertex_shader(const string &src)
prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
}
+void Program::Loader::attribute(uint i, const string &n)
+{
+ prog.bind_attribute(i, n);
+}
+
+void Program::Loader::finish()
+{
+ prog.link();
+}
+
} // namespace GL
} // namespace Msp