#include <msp/gl/extensions/arb_fragment_shader.h>
+#include <msp/gl/extensions/arb_geometry_shader4.h>
#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/io/print.h>
#include "error.h"
+#include "misc.h"
#include "shader.h"
using namespace std;
static Require _req(ARB_fragment_shader);
else if(t==GL_VERTEX_SHADER)
static Require _req(ARB_vertex_shader);
+ else if(t==GL_GEOMETRY_SHADER)
+ static Require _req(ARB_geometry_shader4);
id = glCreateShader(t);
}
void Shader::compile()
{
glCompileShader(id);
- int value = 0;
- glGetShaderiv(id, GL_COMPILE_STATUS, &value);
- if(!(compiled = value))
+ compiled = get_shader_i(id, GL_COMPILE_STATUS);
+ if(!compiled)
throw compile_error(get_info_log());
+
+#ifdef DEBUG
+ string info_log = get_info_log();
+ if(!info_log.empty())
+ IO::print("Shader compile info log:\n%s", info_log);
+#endif
}
string Shader::get_info_log() const
{
- GLsizei len = 0;
- glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len);
+ GLsizei len = get_shader_i(id, GL_INFO_LOG_LENGTH);
char *buf = new char[len+1];
glGetShaderInfoLog(id, len+1, &len, buf);
string log(buf, len);
Shader(GL_FRAGMENT_SHADER, src)
{ }
+
+GeometryShader::GeometryShader():
+ Shader(GL_GEOMETRY_SHADER)
+{ }
+
+GeometryShader::GeometryShader(const string &src):
+ Shader(GL_GEOMETRY_SHADER, src)
+{ }
+
} // namespace GL
} // namespace Msp