+++ /dev/null
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#define GL_GLEXT_PROTOTYPES
-#include "error.h"
-#include "program.h"
-#include "shader.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Program::Program():
- id(glCreateProgram()),
- del_shaders(false),
- linked(false)
-{ }
-
-Program::Program(const string &vert, const string &frag):
- id(glCreateProgram()),
- del_shaders(true),
- linked(false)
-{
- attach_shader(*new Shader(VERTEX_SHADER, vert));
- attach_shader(*new Shader(FRAGMENT_SHADER, frag));
- link();
-}
-
-Program::~Program()
-{
- if(del_shaders)
- {
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- delete *i;
- }
- glDeleteProgram(id);
-}
-
-void Program::attach_shader(Shader &shader)
-{
- if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
- {
- glAttachShader(id, shader.get_id());
- shaders.push_back(&shader);
- }
-}
-
-void Program::detach_shader(Shader &shader)
-{
- list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
- if(i!=shaders.end())
- {
- shaders.erase(i, shaders.end());
- glDetachShader(id, shader.get_id());
- }
-}
-
-void Program::set_del_shaders(bool ds)
-{
- del_shaders=ds;
-}
-
-void Program::bind_attribute(int index, const string &name)
-{
- glBindAttribLocation(id, index, name.c_str());
-}
-
-bool Program::link()
-{
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- if(!(*i)->get_compiled() && !(*i)->compile())
- return false;
-
- glLinkProgram(id);
- linked=get_param(GL_LINK_STATUS);
- return linked;
-}
-
-int Program::get_param(GLenum param) const
-{
- int value;
- glGetProgramiv(id, param, &value);
- return value;
-}
-
-string Program::get_info_log() const
-{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
- char log[len+1];
- glGetProgramInfoLog(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
- return string(log, len);
-}
-
-void Program::bind()
-{
- if(!linked)
- throw InvalidState("Program is not linked");
-
- glUseProgram(id);
- cur_prog=this;
-}
-
-int Program::get_uniform_location(const string &n) const
-{
- return glGetUniformLocation(id, n.c_str());
-}
-
-void Program::uniform(int i, int v)
-{
- glUniform1i(i, v);
-}
-
-void Program::uniform(int i, float x)
-{
- glUniform1f(i, x);
-}
-
-void Program::uniform(int i, float x, float y)
-{
- glUniform2f(i, x, y);
-}
-
-void Program::uniform(int i, float x, float y, float z)
-{
- glUniform3f(i, x, y, z);
-}
-
-void Program::uniform(int i, float x, float y, float z, float w)
-{
- glUniform4f(i, x, y, z, w);
-}
-
-void Program::uniform_matrix4(int i, const float *v)
-{
- glUniformMatrix4fv(i, 1, false, v);
-}
-
-void Program::unbind()
-{
- glUseProgram(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);
-}
-
-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));
-}
-
-} // namespace GL
-} // namespace Msp