]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Add mult_matrix functions
[libs/gl.git] / source / program.cpp
index 1d08270fd50aca7abd45e18f9660213e09a24227..e0a685f15cb70a7bce1013bfcec44b1a725c600b 100644 (file)
@@ -6,6 +6,7 @@ Distributed under the LGPL
 */
 
 #define GL_GLEXT_PROTOTYPES
+#include "error.h"
 #include "program.h"
 #include "shader.h"
 
@@ -14,13 +15,29 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-Program::Program()
+Program::Program():
+       id(glCreateProgram()),
+       del_shaders(false),
+       linked(false)
+{ }
+
+Program::Program(const string &vert, const string &frag):
+       id(glCreateProgram()),
+       del_shaders(true),
+       linked(false)
 {
-       id=glCreateProgram();
+       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);
 }
 
@@ -43,6 +60,11 @@ void Program::detach_shader(Shader &shader)
        }
 }
 
+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());
@@ -74,5 +96,88 @@ string Program::get_info_log() const
        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