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3be8a592e5
Purely automatic change. In case of conflict with this change, apply the other change and rerun the formatting to restore it: $ python scripts/fix_style.py
142 lines
2.6 KiB
C++
142 lines
2.6 KiB
C++
#include "opengl_sl_program.h"
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#include "opengl_sl.h"
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#include <base/system.h>
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void CGLSLProgram::CreateProgram()
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{
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m_ProgramID = glCreateProgram();
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}
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void CGLSLProgram::DeleteProgram()
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{
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if(!m_IsLinked)
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return;
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m_IsLinked = false;
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glDeleteProgram(m_ProgramID);
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}
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bool CGLSLProgram::AddShader(CGLSL *pShader)
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{
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if(pShader->IsLoaded())
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{
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glAttachShader(m_ProgramID, pShader->GetShaderID());
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return true;
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}
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return false;
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}
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void CGLSLProgram::DetachShader(CGLSL *pShader)
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{
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if(pShader->IsLoaded())
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{
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DetachShaderByID(pShader->GetShaderID());
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}
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}
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void CGLSLProgram::DetachShaderByID(GLuint ShaderID)
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{
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glDetachShader(m_ProgramID, ShaderID);
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}
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void CGLSLProgram::LinkProgram()
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{
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glLinkProgram(m_ProgramID);
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int LinkStatus;
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glGetProgramiv(m_ProgramID, GL_LINK_STATUS, &LinkStatus);
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m_IsLinked = LinkStatus == GL_TRUE;
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if(!m_IsLinked)
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{
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char sInfoLog[1024];
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char sFinalMessage[1536];
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int iLogLength;
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glGetProgramInfoLog(m_ProgramID, 1024, &iLogLength, sInfoLog);
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str_format(sFinalMessage, 1536, "Error! Shader program wasn't linked! The linker returned:\n\n%s", sInfoLog);
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dbg_msg("GLSL Program", "%s", sFinalMessage);
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}
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//detach all shaders attached to this program
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DetachAllShaders();
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}
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void CGLSLProgram::DetachAllShaders()
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{
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GLuint aShaders[100];
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GLsizei ReturnedCount = 0;
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while(1)
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{
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glGetAttachedShaders(m_ProgramID, 100, &ReturnedCount, aShaders);
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if(ReturnedCount > 0)
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{
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for(GLsizei i = 0; i < ReturnedCount; ++i)
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{
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DetachShaderByID(aShaders[i]);
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}
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}
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if(ReturnedCount < 100)
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break;
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}
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}
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void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float *pValues)
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{
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glUniform4fv(Loc, Count, pValues);
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}
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void CGLSLProgram::SetUniformVec2(int Loc, int Count, const float *pValues)
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{
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glUniform2fv(Loc, Count, pValues);
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}
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void CGLSLProgram::SetUniform(int Loc, int Count, const float *pValues)
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{
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glUniform1fv(Loc, Count, pValues);
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}
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void CGLSLProgram::SetUniform(int Loc, const int Value)
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{
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glUniform1i(Loc, Value);
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}
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void CGLSLProgram::SetUniform(int Loc, const unsigned int Value)
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{
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glUniform1ui(Loc, Value);
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}
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void CGLSLProgram::SetUniform(int Loc, const float Value)
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{
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glUniform1f(Loc, Value);
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}
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void CGLSLProgram::SetUniform(int Loc, const bool Value)
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{
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glUniform1i(Loc, (int)Value);
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}
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int CGLSLProgram::GetUniformLoc(const char *Name)
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{
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return glGetUniformLocation(m_ProgramID, Name);
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}
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void CGLSLProgram::UseProgram()
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{
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if(m_IsLinked)
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glUseProgram(m_ProgramID);
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}
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GLuint CGLSLProgram::GetProgramID()
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{
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return m_ProgramID;
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}
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CGLSLProgram::CGLSLProgram()
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{
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m_IsLinked = false;
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}
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CGLSLProgram::~CGLSLProgram()
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{
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DeleteProgram();
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}
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