*/
#define GL_GLEXT_PROTOTYPES
+#include "error.h"
#include "program.h"
#include "shader.h"
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);
}
}
}
+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());
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