--- /dev/null
+/*
+This file is part of the 3dengfx, realtime visualization system.
+
+Copyright (c) 2004, 2005 John Tsiombikas <nuclear@siggraph.org>
+
+3dengfx is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+3dengfx is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with 3dengfx; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+#include "3dengfx_config.h"
+
+#include <iostream>
+#include <cstdio>
+#include <cstring>
+#include "gfxprog.hpp"
+#include "3denginefx.hpp"
+#include "opengl.h"
+#include "common/err_msg.h"
+
+using namespace std;
+using namespace glext;
+
+GfxProg::GfxProg(Shader vertex, Shader pixel) {
+ linked = false;
+ update_handler = 0;
+
+ prog = 0;
+ if(engfx_state::sys_caps.prog.shader_obj) {
+ prog = glCreateProgramObject();
+
+ if(vertex) add_shader(vertex);
+ if(pixel) add_shader(pixel);
+ }
+}
+
+GfxProg::~GfxProg() {
+ if(engfx_state::sys_caps.prog.shader_obj) {
+ list<Shader>::iterator iter = sdr_list.begin();
+ while(iter != sdr_list.end()) {
+ glDetachObject(prog, *iter++);
+ }
+ glDeleteObject(prog);
+ }
+}
+
+void GfxProg::add_shader(Shader sdr) {
+ if(engfx_state::sys_caps.prog.shader_obj) {
+ glAttachObject(prog, sdr);
+ sdr_list.push_back(sdr);
+ }
+}
+
+void GfxProg::link() {
+ int linked, log_size;
+
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return;
+ }
+
+ glLinkProgram(prog);
+ glGetObjectParameteriv(prog, GL_OBJECT_LINK_STATUS_ARB, &linked);
+ glGetObjectParameteriv(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_size);
+
+ char *err_str = 0;
+ if(log_size) {
+ err_str = new char[log_size + 1];
+ glGetInfoLog(prog, log_size, 0, err_str);
+ }
+
+ if(linked) {
+ if(err_str) {
+ info("linked: %s", err_str);
+ delete [] err_str;
+ } else {
+ info("program linked successfully");
+ }
+ } else {
+ if(err_str) {
+ error("linking failed: %s", err_str);
+ delete [] err_str;
+ } else {
+ error("program linking failed");
+ }
+ }
+
+ this->linked = (bool)linked;
+}
+
+bool GfxProg::is_linked() const {
+ return linked;
+}
+
+unsigned int GfxProg::get_id() const {
+ if(!linked) {
+ const_cast<GfxProg*>(this)->link();
+ }
+ return linked ? prog : 0;
+}
+
+bool GfxProg::set_parameter(const char *pname, int val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniform1i(loc, val);
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+bool GfxProg::set_parameter(const char *pname, scalar_t val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniform1f(loc, val);
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+bool GfxProg::set_parameter(const char *pname, const Vector2 &val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniform2f(loc, val.x, val.y);
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+bool GfxProg::set_parameter(const char *pname, const Vector3 &val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniform3f(loc, val.x, val.y, val.z);
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+bool GfxProg::set_parameter(const char *pname, const Vector4 &val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniform4f(loc, val.x, val.y, val.z, val.w);
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+bool GfxProg::set_parameter(const char *pname, const Matrix4x4 &val) {
+ if(!engfx_state::sys_caps.prog.shader_obj) {
+ return false;
+ }
+ glUseProgramObject(prog);
+ int loc = glGetUniformLocation(prog, pname);
+ if(loc != -1) {
+ glUniformMatrix4fv(loc, 1, 1, val.opengl_matrix());
+ }
+ glUseProgramObject(0);
+ return loc == -1 ? false : true;
+}
+
+void GfxProg::set_update_handler(void (*func)(GfxProg*)) {
+ update_handler = func;
+}