namespace GL {
Program::Program():
- del_shaders(false),
- linked(false)
+ del_shaders(false)
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
-
- id=glCreateProgramObjectARB();
+ init();
}
Program::Program(const string &vert, const string &frag):
- del_shaders(true),
- linked(false)
+ del_shaders(true)
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
+ init();
- id=glCreateProgramObjectARB();
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)
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());
void Program::set_del_shaders(bool ds)
{
- del_shaders=ds;
+ del_shaders = ds;
}
-void Program::bind_attribute(uint index, const string &name)
+void Program::bind_attribute(unsigned index, const string &name)
{
+ static RequireExtension _ext("GL_ARB_vertex_shader");
glBindAttribLocationARB(id, index, name.c_str());
}
(*i)->compile();
glLinkProgramARB(id);
- if(!(linked=get_param(GL_LINK_STATUS)))
+ if(!(linked = get_param(GL_LINK_STATUS)))
throw CompileError(get_info_log());
}
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];
- glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
+ glGetInfoLogARB(id, len+1, &len, log);
return string(log, len);
}
-void Program::bind()
+void Program::bind() const
{
if(!linked)
throw InvalidState("Program is not linked");
+ if(!set_current(this))
+ return;
+
glUseProgramObjectARB(id);
- cur_prog=this;
}
int Program::get_uniform_location(const string &n) const
return glGetUniformLocationARB(id, n.c_str());
}
-/*void Program::uniform(int i, int v)
-{
- glUniform1iARB(i, v);
-}
-
-void Program::uniform(int i, float x)
-{
- glUniform1fARB(i, x);
-}
-
-void Program::uniform(int i, float x, float y)
-{
- glUniform2fARB(i, x, y);
-}
-
-void Program::uniform(int i, float x, float y, float z)
-{
- glUniform3fARB(i, x, y, z);
-}
-
-void Program::uniform(int i, float x, float y, float z, float w)
-{
- glUniform4fARB(i, x, y, z, w);
-}
-
-void Program::uniform4(int i, const float *v)
-{
- glUniform4fvARB(i, 1, v);
-}
-
-void Program::uniform_matrix4(int i, const float *v)
-{
- glUniformMatrix4fvARB(i, 1, false, v);
-}*/
-
void Program::unbind()
{
- if(cur_prog)
- {
- glUseProgramObjectARB(0);
- cur_prog=0;
- }
-}
+ if(!set_current(0))
+ return;
-void Program::maybe_bind()
-{
- if(cur_prog!=this)
- bind();
+ glUseProgramObjectARB(0);
}
-Program *Program::cur_prog=0;
-
Program::Loader::Loader(Program &p):
- prog(p)
+ DataFile::ObjectLoader<Program>(p)
{
- prog.set_del_shaders(true);
+ obj.set_del_shaders(true);
add("vertex_shader", &Loader::vertex_shader);
add("fragment_shader", &Loader::fragment_shader);
void Program::Loader::vertex_shader(const string &src)
{
- prog.attach_shader(*new Shader(VERTEX_SHADER, src));
+ obj.attach_shader(*new Shader(VERTEX_SHADER, src));
}
void Program::Loader::fragment_shader(const string &src)
{
- prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+ obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
}
-void Program::Loader::attribute(uint i, const string &n)
+void Program::Loader::attribute(unsigned i, const string &n)
{
- prog.bind_attribute(i, n);
+ obj.bind_attribute(i, n);
}
void Program::Loader::finish()
{
- prog.link();
+ obj.link();
}
} // namespace GL