+#include "arb_fragment_shader.h"
#include "arb_shader_objects.h"
+#include "arb_vertex_shader.h"
#include "error.h"
-#include "extension.h"
#include "shader.h"
using namespace std;
compiled = false;
if(t==FRAGMENT_SHADER)
- static RequireExtension _ext("GL_ARB_fragment_shader");
+ static Require _req(ARB_fragment_shader);
else if(t==VERTEX_SHADER)
- static RequireExtension _ext("GL_ARB_vertex_shader");
+ static Require _req(ARB_vertex_shader);
- id = glCreateShaderObjectARB(t);
+ id = glCreateShader(t);
}
Shader::~Shader()
{
- glDeleteObjectARB(id);
+ glDeleteShader(id);
}
void Shader::source(unsigned count, const char **str, const int *len)
{
- glShaderSourceARB(id, count, str, len);
+ glShaderSource(id, count, str, len);
}
void Shader::source(const string &str)
void Shader::compile()
{
- glCompileShaderARB(id);
+ glCompileShader(id);
int value = 0;
- glGetObjectParameterivARB(id, GL_OBJECT_COMPILE_STATUS_ARB, &value);
+ glGetShaderiv(id, GL_COMPILE_STATUS, &value);
if(!(compiled = value))
throw compile_error(get_info_log());
}
string Shader::get_info_log() const
{
GLsizei len = 0;
- glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
+ glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len);
char *buf = new char[len+1];
- glGetInfoLogARB(id, len+1, &len, buf);
+ glGetShaderInfoLog(id, len+1, &len, buf);
string log(buf, len);
delete[] buf;
return log;