-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#define GL_GLEXT_PROTOTYPES
+#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;
namespace Msp {
namespace GL {
-Shader::Shader(ShaderType t):
- id(glCreateShader(t)),
- compiled(false)
-{ }
+Shader::Shader(GLenum t)
+{
+ init(t);
+}
-Shader::Shader(ShaderType t, const string &src):
- id(glCreateShader(t)),
- compiled(false)
+Shader::Shader(GLenum t, const string &src)
{
+ init(t);
+
source(src);
compile();
}
+void Shader::init(GLenum t)
+{
+ static Require _req_base(ARB_shader_objects);
+ compiled = false;
+
+ if(t==GL_FRAGMENT_SHADER)
+ 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);
+}
+
Shader::~Shader()
{
glDeleteShader(id);
}
-void Shader::source(sizei count, const char **str, const int *len)
+void Shader::source(unsigned count, const char **str, const int *len)
{
glShaderSource(id, count, str, len);
}
source(1, &str, &len);
}
-bool Shader::compile()
+void Shader::compile()
{
glCompileShader(id);
- compiled=get_param(GL_COMPILE_STATUS);
- return compiled;
-}
+ compiled = get_shader_i(id, GL_COMPILE_STATUS);
+ if(!compiled)
+ throw compile_error(get_info_log());
-int Shader::get_param(GLenum param) const
-{
- int value;
- glGetShaderiv(id, param, &value);
- return value;
+#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
{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
- char log[len+1];
- glGetShaderInfoLog(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
- return string(log, len);
+ GLsizei len = get_shader_i(id, GL_INFO_LOG_LENGTH);
+ string log(len+1, 0);
+ glGetShaderInfoLog(id, len+1, &len, &log[0]);
+ log.erase(len);
+ return log;
}
+
+VertexShader::VertexShader():
+ Shader(GL_VERTEX_SHADER)
+{ }
+
+VertexShader::VertexShader(const string &src):
+ Shader(GL_VERTEX_SHADER, src)
+{ }
+
+
+FragmentShader::FragmentShader():
+ Shader(GL_FRAGMENT_SHADER)
+{ }
+
+FragmentShader::FragmentShader(const string &src):
+ 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