Distributed under the LGPL
*/
+#include <algorithm>
#include "arb_shader_objects.h"
#include "arb_vertex_shader.h"
#include "except.h"
del_shaders=ds;
}
-void Program::bind_attribute(int index, const string &name)
+void Program::bind_attribute(uint index, const string &name)
{
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();
glLinkProgramARB(id);
- linked=get_param(GL_LINK_STATUS);
- return linked;
+ if(!(linked=get_param(GL_LINK_STATUS)))
+ throw CompileError(get_info_log());
}
int Program::get_param(GLenum param) const
return glGetUniformLocationARB(id, n.c_str());
}
-void Program::uniform(int i, int v)
+/*void Program::uniform(int i, int v)
{
glUniform1iARB(i, v);
}
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()
{
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