*/
#include "arb_shader_objects.h"
+#include "except.h"
#include "extension.h"
#include "shader.h"
namespace Msp {
namespace GL {
-Shader::Shader(ShaderType t):
- compiled(false)
+Shader::Shader(ShaderType t)
{
- if(t==FRAGMENT_SHADER)
- require_extension("GL_ARB_fragment_program");
- else if(t==VERTEX_SHADER)
- require_extension("GL_ARB_vertex_program");
+ init(t);
+}
- id=glCreateShaderObjectARB(t);
+Shader::Shader(ShaderType t, const string &src)
+{
+ init(t);
+
+ source(src);
+ compile();
}
-Shader::Shader(ShaderType t, const string &src):
- compiled(false)
+void Shader::init(ShaderType t)
{
+ compiled=false;
+
if(t==FRAGMENT_SHADER)
- require_extension("GL_ARB_fragment_program");
+ static RequireExtension _ext("GL_ARB_fragment_shader");
else if(t==VERTEX_SHADER)
- require_extension("GL_ARB_vertex_program");
+ static RequireExtension _ext("GL_ARB_vertex_shader");
id=glCreateShaderObjectARB(t);
-
- source(src);
- compile();
}
Shader::~Shader()
glDeleteObjectARB(id);
}
-void Shader::source(sizei count, const char **str, const int *len)
+void Shader::source(unsigned count, const char **str, const int *len)
{
glShaderSourceARB(id, count, str, len);
}
source(1, &str, &len);
}
-bool Shader::compile()
+void Shader::compile()
{
glCompileShaderARB(id);
- compiled=get_param(GL_COMPILE_STATUS);
- return compiled;
+ if(!(compiled=get_param(GL_COMPILE_STATUS)))
+ throw CompileError(get_info_log());
}
int Shader::get_param(GLenum param) const
string Shader::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);
}