]> git.tdb.fi Git - libs/gl.git/blobdiff - source/core/shader.cpp
Rearrange soucre files into subdirectories
[libs/gl.git] / source / core / shader.cpp
diff --git a/source/core/shader.cpp b/source/core/shader.cpp
new file mode 100644 (file)
index 0000000..02dcc0d
--- /dev/null
@@ -0,0 +1,114 @@
+#include <msp/gl/extensions/arb_fragment_shader.h>
+#include <msp/gl/extensions/arb_geometry_shader4.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/io/print.h>
+#include "error.h"
+#include "misc.h"
+#include "shader.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+Shader::Shader(GLenum t)
+{
+       init(t);
+}
+
+Shader::Shader(GLenum t, const string &src)
+{
+       init(t);
+
+       source(src);
+       compile();
+}
+
+void Shader::init(GLenum t)
+{
+       static Require _req_base(ARB_shader_objects);
+       compiled = false;
+
+       if(t==GL_FRAGMENT_SHADER)
+               static Require _req(ARB_fragment_shader);
+       else if(t==GL_VERTEX_SHADER)
+               static Require _req(ARB_vertex_shader);
+       else if(t==GL_GEOMETRY_SHADER)
+               static Require _req(ARB_geometry_shader4);
+
+       id = glCreateShader(t);
+}
+
+Shader::~Shader()
+{
+       glDeleteShader(id);
+}
+
+void Shader::source(unsigned count, const char **str, const int *len)
+{
+       glShaderSource(id, count, str, len);
+}
+
+void Shader::source(const string &str)
+{
+       source(str.data(), str.size());
+}
+
+void Shader::source(const char *str, int len)
+{
+       source(1, &str, &len);
+}
+
+void Shader::compile()
+{
+       glCompileShader(id);
+       compiled = get_shader_i(id, GL_COMPILE_STATUS);
+       if(!compiled)
+               throw compile_error(get_info_log());
+
+#ifdef DEBUG
+       string info_log = get_info_log();
+       if(!info_log.empty())
+               IO::print("Shader compile info log:\n%s", info_log);
+#endif
+}
+
+string Shader::get_info_log() const
+{
+       GLsizei len = get_shader_i(id, GL_INFO_LOG_LENGTH);
+       string log(len+1, 0);
+       glGetShaderInfoLog(id, len+1, &len, &log[0]);
+       log.erase(len);
+       return log;
+}
+
+
+VertexShader::VertexShader():
+       Shader(GL_VERTEX_SHADER)
+{ }
+
+VertexShader::VertexShader(const string &src):
+       Shader(GL_VERTEX_SHADER, src)
+{ }
+
+
+FragmentShader::FragmentShader():
+       Shader(GL_FRAGMENT_SHADER)
+{ }
+
+FragmentShader::FragmentShader(const string &src):
+       Shader(GL_FRAGMENT_SHADER, src)
+{ }
+
+
+GeometryShader::GeometryShader():
+       Shader(GL_GEOMETRY_SHADER)
+{ }
+
+GeometryShader::GeometryShader(const string &src):
+       Shader(GL_GEOMETRY_SHADER, src)
+{ }
+
+} // namespace GL
+} // namespace Msp