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99 lines
3.2 KiB
99 lines
3.2 KiB
/* |
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz> |
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This file is part of Magnum. |
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Magnum is free software: you can redistribute it and/or modify |
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it under the terms of the GNU Lesser General Public License version 3 |
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only, as published by the Free Software Foundation. |
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Magnum is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU Lesser General Public License version 3 for more details. |
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*/ |
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#include "AbstractShaderProgram.h" |
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#include <fstream> |
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#define LINKER_MESSAGE_MAX_LENGTH 1024 |
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using namespace std; |
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namespace Magnum { |
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bool AbstractShaderProgram::use() { |
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if(state != Linked) return false; |
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glUseProgram(program); |
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return true; |
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} |
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bool AbstractShaderProgram::attachShader(Shader& shader) { |
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GLuint _shader = shader.compile(); |
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if(!_shader) return false; |
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glAttachShader(program, _shader); |
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return true; |
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} |
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void AbstractShaderProgram::bindAttributeLocation(GLuint location, const string& name) { |
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CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: attribute cannot be bound after linking.", ); |
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glBindAttribLocation(program, location, name.c_str()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::bindFragmentDataLocation(GLuint location, const std::string& name) { |
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CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: fragment data location cannot be bound after linking.", ); |
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glBindFragDataLocation(program, location, name.c_str()); |
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} |
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void AbstractShaderProgram::bindFragmentDataLocationIndexed(GLuint location, GLuint index, const std::string& name) { |
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CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: fragment data location cannot be bound after linking.", ); |
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glBindFragDataLocationIndexed(program, location, index, name.c_str()); |
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} |
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#endif |
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void AbstractShaderProgram::link() { |
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/* Already compiled or failed, exit */ |
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if(state != Initialized) return; |
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/* Link shader program */ |
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glLinkProgram(program); |
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/* Check link status */ |
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GLint status; |
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glGetProgramiv(program, GL_LINK_STATUS, &status); |
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/* Display errors or warnings */ |
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char message[LINKER_MESSAGE_MAX_LENGTH]; |
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glGetProgramInfoLog(program, LINKER_MESSAGE_MAX_LENGTH, nullptr, message); |
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/* Show error log and delete shader */ |
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if(status == GL_FALSE) { |
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Error() << "AbstractShaderProgram: linking failed with the following message:\n" |
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<< message; |
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/* Or just warnings, if there are any */ |
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} else if(message[0] != 0) { |
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Debug() << "AbstractShaderProgram: linking succeeded with the following message:\n" |
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<< message; |
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} |
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state = status == GL_FALSE ? Failed : Linked; |
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} |
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GLint AbstractShaderProgram::uniformLocation(const std::string& name) { |
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/** @todo What if linking just failed (not programmer error?) */ |
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CORRADE_ASSERT(state == Linked, "AbstractShaderProgram: uniform location cannot be retrieved before linking.", -1); |
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GLint location = glGetUniformLocation(program, name.c_str()); |
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if(location == -1) |
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Warning() << "AbstractShaderProgram: location of uniform \'" + name + "\' cannot be retrieved!"; |
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return location; |
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} |
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}
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