X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=f057ea74aefbfe75d4aa447866d6a57a4cf05288;hb=85e83ace47e5a9a8ae7263886255dd81afc69278;hp=1d08270fd50aca7abd45e18f9660213e09a24227;hpb=85facfb688035b5bbc9a3a87d080582fbf34930b;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 1d08270f..f057ea74 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -5,7 +5,10 @@ Copyright © 2007 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ -#define GL_GLEXT_PROTOTYPES +#include "arb_shader_objects.h" +#include "arb_vertex_shader.h" +#include "except.h" +#include "extension.h" #include "program.h" #include "shader.h" @@ -14,21 +17,44 @@ using namespace std; namespace Msp { namespace GL { -Program::Program() +Program::Program(): + del_shaders(false), + linked(false) { - id=glCreateProgram(); + require_extension("GL_ARB_shader_objects"); + require_extension("GL_ARB_vertex_shader"); + + id=glCreateProgramObjectARB(); +} + +Program::Program(const string &vert, const string &frag): + del_shaders(true), + linked(false) +{ + require_extension("GL_ARB_shader_objects"); + require_extension("GL_ARB_vertex_shader"); + + id=glCreateProgramObjectARB(); + attach_shader(*new Shader(VERTEX_SHADER, vert)); + attach_shader(*new Shader(FRAGMENT_SHADER, frag)); + link(); } Program::~Program() { - glDeleteProgram(id); + if(del_shaders) + { + for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) + delete *i; + } + glDeleteObjectARB(id); } void Program::attach_shader(Shader &shader) { if(find(shaders.begin(), shaders.end(), &shader)==shaders.end()) { - glAttachShader(id, shader.get_id()); + glAttachObjectARB(id, shader.get_id()); shaders.push_back(&shader); } } @@ -39,30 +65,35 @@ void Program::detach_shader(Shader &shader) if(i!=shaders.end()) { shaders.erase(i, shaders.end()); - glDetachShader(id, shader.get_id()); + glDetachObjectARB(id, shader.get_id()); } } -void Program::bind_attribute(int index, const string &name) +void Program::set_del_shaders(bool ds) +{ + del_shaders=ds; +} + +void Program::bind_attribute(uint index, const string &name) { - glBindAttribLocation(id, index, name.c_str()); + glBindAttribLocationARB(id, index, name.c_str()); } -bool Program::link() +void Program::link() { for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->get_compiled() && !(*i)->compile()) - return false; + if(!(*i)->get_compiled()) + (*i)->compile(); - glLinkProgram(id); - linked=get_param(GL_LINK_STATUS); - return linked; + glLinkProgramARB(id); + if(!(linked=get_param(GL_LINK_STATUS))) + throw CompileError(get_info_log()); } int Program::get_param(GLenum param) const { int value; - glGetProgramiv(id, param, &value); + glGetObjectParameterivARB(id, param, &value); return value; } @@ -70,9 +101,106 @@ string Program::get_info_log() const { sizei len=get_param(GL_INFO_LOG_LENGTH); char log[len+1]; - glGetProgramInfoLog(id, len+1, reinterpret_cast(&len), log); + glGetInfoLogARB(id, len+1, reinterpret_cast(&len), log); return string(log, len); } +void Program::bind() +{ + if(!linked) + throw InvalidState("Program is not linked"); + + glUseProgramObjectARB(id); + cur_prog=this; +} + +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; + } +} + +void Program::maybe_bind() +{ + if(cur_prog!=this) + bind(); +} + +Program *Program::cur_prog=0; + + +Program::Loader::Loader(Program &p): + prog(p) +{ + prog.set_del_shaders(true); + + add("vertex_shader", &Loader::vertex_shader); + add("fragment_shader", &Loader::fragment_shader); + add("attribute", &Loader::attribute); +} + +Program::Loader::~Loader() +{ + prog.link(); +} + +void Program::Loader::vertex_shader(const string &src) +{ + prog.attach_shader(*new Shader(VERTEX_SHADER, src)); +} + +void Program::Loader::fragment_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); +} + } // namespace GL } // namespace Msp