X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=ef1f4c8a63fc0696f363bf21e10b60cb8fe4b80f;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hp=eed8b87a469a1ccf3f58cdb9f43a5fba1c10764d;hpb=8f3ae497552ab7d3ddea7c34a411e7fdaa8722e4;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index eed8b87a..ef1f4c8a 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -19,28 +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) @@ -62,7 +63,7 @@ void Program::attach_shader(Shader &shader) void Program::detach_shader(Shader &shader) { - list::iterator i=remove(shaders.begin(), shaders.end(), &shader); + list::iterator i = remove(shaders.begin(), shaders.end(), &shader); if(i!=shaders.end()) { shaders.erase(i, shaders.end()); @@ -72,11 +73,12 @@ void Program::detach_shader(Shader &shader) 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()); } @@ -87,7 +89,7 @@ void Program::link() (*i)->compile(); glLinkProgramARB(id); - if(!(linked=get_param(GL_LINK_STATUS))) + if(!(linked = get_param(GL_LINK_STATUS))) throw CompileError(get_info_log()); } @@ -100,19 +102,19 @@ int Program::get_param(GLenum param) const 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(&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"); glUseProgramObjectARB(id); - cur_prog=this; + cur_prog = this; } int Program::get_uniform_location(const string &n) const @@ -120,47 +122,12 @@ 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; + cur_prog = 0; } } @@ -170,13 +137,13 @@ void Program::maybe_bind() bind(); } -Program *Program::cur_prog=0; +const Program *Program::cur_prog = 0; Program::Loader::Loader(Program &p): - prog(p) + DataFile::ObjectLoader(p) { - prog.set_del_shaders(true); + obj.set_del_shaders(true); add("vertex_shader", &Loader::vertex_shader); add("fragment_shader", &Loader::fragment_shader); @@ -185,22 +152,22 @@ Program::Loader::Loader(Program &p): 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