added 3dengfx into the repo, probably not the correct version for this
[summerhack] / src / 3dengfx / src / 3dengfx / gfxprog.cpp
diff --git a/src/3dengfx/src/3dengfx/gfxprog.cpp b/src/3dengfx/src/3dengfx/gfxprog.cpp
new file mode 100644 (file)
index 0000000..38326a4
--- /dev/null
@@ -0,0 +1,191 @@
+/*
+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;
+}