]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Add Uniform* classes to store uniform data of Programs
[libs/gl.git] / source / program.cpp
index b7f8577dc698c3190ba8e8b4dfd092c5e241772d..f057ea74aefbfe75d4aa447866d6a57a4cf05288 100644 (file)
@@ -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<Shader *>::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);
        }
 }
@@ -39,25 +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());
        }
 }
 
-bool Program::link()
+void Program::set_del_shaders(bool ds)
+{
+       del_shaders=ds;
+}
+
+void Program::bind_attribute(uint index, const string &name)
+{
+       glBindAttribLocationARB(id, index, name.c_str());
+}
+
+void Program::link()
 {
        for(list<Shader *>::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;
 }
 
@@ -65,9 +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<GLsizei *>(&len), log);
+       glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&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