X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Fprogram.cpp;h=1b8ffe4dfe3b4fff4e20be818014fb91d083f6c4;hb=61f90f1680884b02e783d2d419f9326e5d6f397b;hp=2ed6fba8800c9f804127827ec85eca65a95bcea9;hpb=19583522999f9ca2cddb178691633bc20f714b01;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 2ed6fba8..1b8ffe4d 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -5,6 +5,7 @@ Copyright © 2007 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ +#include #include "arb_shader_objects.h" #include "arb_vertex_shader.h" #include "except.h" @@ -18,28 +19,29 @@ namespace Msp { 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) @@ -76,6 +78,7 @@ void Program::set_del_shaders(bool ds) void Program::bind_attribute(uint index, const string &name) { + static RequireExtension _ext("GL_ARB_vertex_shader"); glBindAttribLocationARB(id, index, name.c_str()); } @@ -119,41 +122,6 @@ 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)