Distributed under the LGPL
*/
-#define GL_GLEXT_PROTOTYPES
+#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 Msp {
namespace GL {
-Program::Program()
+Program::Program():
+ del_shaders(false)
{
- id=glCreateProgram();
+ init();
+}
+
+Program::Program(const string &vert, const string &frag):
+ 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()
{
- glDeleteProgram(id);
+ if(del_shaders)
+ {
+ for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+ delete *i;
+ }
+ 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);
}
}
void Program::detach_shader(Shader &shader)
{
- list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
+ list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
if(i!=shaders.end())
{
shaders.erase(i, shaders.end());
- glDetachShader(id, shader.get_id());
+ glDetachObjectARB(id, shader.get_id());
}
}
-void Program::bind_attribute(int index, const string &name)
+void Program::set_del_shaders(bool ds)
{
- glBindAttribLocation(id, index, name.c_str());
+ del_shaders = ds;
}
-bool Program::link()
+void Program::bind_attribute(unsigned index, const string &name)
+{
+ static RequireExtension _ext("GL_ARB_vertex_shader");
+ glBindAttribLocationARB(id, index, name.c_str());
+}
+
+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;
}
string Program::get_info_log() const
{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
+ GLsizei len = get_param(GL_INFO_LOG_LENGTH);
char log[len+1];
- glGetProgramInfoLog(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
+ glGetInfoLogARB(id, len+1, &len, log);
return string(log, len);
}
+void Program::bind() const
+{
+ if(!linked)
+ throw InvalidState("Program is not linked");
+
+ if(!set_current(this))
+ return;
+
+ glUseProgramObjectARB(id);
+}
+
+int Program::get_uniform_location(const string &n) const
+{
+ return glGetUniformLocationARB(id, n.c_str());
+}
+
+void Program::unbind()
+{
+ if(!set_current(0))
+ return;
+
+ glUseProgramObjectARB(0);
+}
+
+
+Program::Loader::Loader(Program &p):
+ DataFile::ObjectLoader<Program>(p)
+{
+ obj.set_del_shaders(true);
+
+ add("vertex_shader", &Loader::vertex_shader);
+ add("fragment_shader", &Loader::fragment_shader);
+ add("attribute", &Loader::attribute);
+}
+
+void Program::Loader::vertex_shader(const string &src)
+{
+ obj.attach_shader(*new Shader(VERTEX_SHADER, src));
+}
+
+void Program::Loader::fragment_shader(const string &src)
+{
+ obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+}
+
+void Program::Loader::attribute(unsigned i, const string &n)
+{
+ obj.bind_attribute(i, n);
+}
+
+void Program::Loader::finish()
+{
+ obj.link();
+}
+
} // namespace GL
} // namespace Msp