]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Add basic support for geometry shaders
[libs/gl.git] / source / program.cpp
index f56beec73260b58a4eff644aacf4f8d89f4329e0..021b23483dcdce1c074388916a38721a72aee567 100644 (file)
@@ -284,25 +284,12 @@ const Program::UniformInfo &Program::get_uniform_info(const string &name) const
 
 int Program::get_uniform_location(const string &n) const
 {
+       if(n[n.size()-1]==']')
+               throw invalid_argument("Program::get_uniform_location");
+
        UniformMap::const_iterator i = uniforms.find(n);
        if(i==uniforms.end())
-       {
-               if(n[n.size()-1]==']')
-               {
-                       string::size_type open_bracket = n.rfind('[');
-                       if(open_bracket!=string::npos)
-                       {
-                               /* The requested name looks like an array.  glGetActiveUniform only
-                               gives us the first element of the array, so try to look that up and
-                               add an offset. */
-                               unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
-                               i = uniforms.find(n.substr(0, open_bracket));
-                               if(i!=uniforms.end() && i->second.block->bind_point<0 && offset<i->second.size)
-                                       return i->second.location+offset;
-                       }
-               }
                return -1;
-       }
 
        return i->second.block->bind_point<0 ? i->second.location : -1;
 }
@@ -332,6 +319,7 @@ Program::Loader::Loader(Program &p):
 {
        add("attribute",       &Loader::attribute);
        add("fragment_shader", &Loader::fragment_shader);
+       add("geometry_shader", &Loader::geometry_shader);
        add("standard",        &Loader::standard);
        add("vertex_shader",   &Loader::vertex_shader);
 }
@@ -351,6 +339,11 @@ void Program::Loader::fragment_shader(const string &src)
        obj.attach_shader_owned(new FragmentShader(src));
 }
 
+void Program::Loader::geometry_shader(const string &src)
+{
+       obj.attach_shader_owned(new GeometryShader(src));
+}
+
 void Program::Loader::standard()
 {
        ProgramBuilder::StandardFeatures feat;