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@ -26,42 +26,145 @@ |
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namespace gl { |
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shader_program::shader_program(const std::list<shader_object*>& shaders): |
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gl_program_id(0) |
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shader_program::shader_program(): |
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gl_program_id(0), |
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linked(false) |
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{ |
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// Create an OpenGL shader program
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gl_program_id = glCreateProgram(); |
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for (shader_object* shader: shaders) |
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// Handle OpenGL errors
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if (!gl_program_id) |
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{ |
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glAttachShader(gl_program_id, shader->gl_shader_id); |
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throw std::runtime_error("An error occurred while creating an OpenGL shader program."); |
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} |
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} |
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glLinkProgram(gl_program_id); |
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shader_program::~shader_program() |
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{ |
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// Delete shader inputs
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free_inputs(); |
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GLint status; |
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glGetProgramiv(gl_program_id, GL_LINK_STATUS, &status); |
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if (status == GL_FALSE) |
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// Detach all shader objects
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detach_all(); |
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// Delete the OpenGL shader program
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glDeleteProgram(gl_program_id); |
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} |
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void shader_program::attach(const shader_object* object) |
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{ |
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if (attached_objects.find(object) != attached_objects.end()) |
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{ |
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throw std::runtime_error(get_info_log().c_str()); |
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throw std::runtime_error("Shader object is already attached to the shader program."); |
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} |
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for (shader_object* shader: shaders) |
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else |
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{ |
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glDetachShader(gl_program_id, shader->gl_shader_id); |
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// Check that both the OpenGL shader program and OpenGL shader object are valid
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if (glIsProgram(gl_program_id) != GL_TRUE) |
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throw std::runtime_error("OpenGL shader program is not a valid program object."); |
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if (glIsShader(object->gl_shader_id) != GL_TRUE) |
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throw std::runtime_error("OpenGL shader object is not a valid shader object."); |
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// Attach the OpenGL shader object to the OpenGL shader program
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glAttachShader(gl_program_id, object->gl_shader_id); |
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// Handle OpenGL errors
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switch (glGetError()) |
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{ |
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case GL_INVALID_OPERATION: |
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throw std::runtime_error("OpenGL shader object is already attached to the shader program."); |
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break; |
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} |
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// Add shader object to set of attached objects
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attached_objects.insert(object); |
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} |
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} |
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// Find shader inputs
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find_inputs(); |
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void shader_program::detach(const shader_object* object) |
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{ |
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if (attached_objects.find(object) == attached_objects.end()) |
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{ |
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throw std::runtime_error("Shader object is not attached to the shader program."); |
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} |
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else |
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{ |
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// Check that both the OpenGL shader program and OpenGL shader object are valid
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if (glIsProgram(gl_program_id) != GL_TRUE) |
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throw std::runtime_error("OpenGL shader program is not a valid program object."); |
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if (glIsShader(object->gl_shader_id) != GL_TRUE) |
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throw std::runtime_error("OpenGL shader object is not a valid shader object."); |
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// Detach the OpenGL shader object from the OpenGL shader program
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glDetachShader(gl_program_id, object->gl_shader_id); |
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// Handle OpenGL errors
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switch (glGetError()) |
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{ |
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case GL_INVALID_OPERATION: |
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throw std::runtime_error("OpenGL shader object is not attached to the shader program."); |
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break; |
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} |
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// Remove shader object from set of attached objects
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attached_objects.erase(object); |
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} |
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} |
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shader_program::~shader_program() |
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void shader_program::detach_all() |
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{ |
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glDeleteProgram(gl_program_id); |
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while (!attached_objects.empty()) |
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detach(*attached_objects.begin()); |
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} |
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for (shader_input* input: inputs) |
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bool shader_program::link() |
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{ |
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// Check that the OpenGL shader program is valid
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if (glIsProgram(gl_program_id) != GL_TRUE) |
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throw std::runtime_error("OpenGL shader program is not a valid program object."); |
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// Link OpenGL shader program
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glLinkProgram(gl_program_id); |
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// Handle OpenGL errors
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switch (glGetError()) |
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{ |
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delete input; |
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case GL_INVALID_OPERATION: |
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throw std::runtime_error("OpenGL shader program is the currently active program object and transform feedback mode is active."); |
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break; |
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} |
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// Get OpenGL shader program linking status
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GLint gl_link_status; |
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glGetProgramiv(gl_program_id, GL_LINK_STATUS, &gl_link_status); |
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linked = (gl_link_status == GL_TRUE); |
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// Get OpenGL shader program info log length
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GLint gl_info_log_length; |
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glGetProgramiv(gl_program_id, GL_INFO_LOG_LENGTH, &gl_info_log_length); |
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if (gl_info_log_length > 0) |
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{ |
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// Resize string to accommodate OpenGL shader program info log
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info_log.resize(gl_info_log_length); |
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// Read OpenGL shader program info log into string
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glGetProgramInfoLog(gl_program_id, gl_info_log_length, &gl_info_log_length, info_log.data()); |
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// Remove redundant null terminator from string
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info_log.pop_back(); |
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} |
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else |
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{ |
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// Empty info log
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info_log.clear(); |
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} |
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// Find shader inputs
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find_inputs(); |
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return linked; |
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} |
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void shader_program::find_inputs() |
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@ -210,19 +313,14 @@ void shader_program::find_inputs() |
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delete[] uniform_name; |
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} |
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std::string shader_program::get_info_log() const |
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void shader_program::free_inputs() |
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{ |
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GLint length; |
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glGetProgramiv(gl_program_id, GL_INFO_LOG_LENGTH, &length); |
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if (length > 0) |
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for (shader_input* input: inputs) |
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{ |
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std::string log(length, '\0'); |
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glGetProgramInfoLog(gl_program_id, length, &length, &log[0]); |
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return log; |
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delete input; |
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} |
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return std::string(); |
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inputs.clear(); |
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} |
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} // namespace gl
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