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- /*
- Copyright (C) 2011 by Ivan Safrin
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #include "PolyGLSLProgram.h"
- #include "PolyVector3.h"
- #include "PolyVector2.h"
- #include "PolyColor.h"
- #include "PolyLogger.h"
- #ifdef _WINDOWS
- #include <windows.h>
- #endif
- #include "PolyGLHeaders.h"
- using std::vector;
- #ifdef _WINDOWS
- extern PFNGLUSEPROGRAMPROC glUseProgram;
- extern PFNGLUNIFORM1IPROC glUniform1i;
- extern PFNGLACTIVETEXTUREPROC glActiveTexture;
- extern PFNGLCREATESHADERPROC glCreateShader;
- extern PFNGLSHADERSOURCEPROC glShaderSource;
- extern PFNGLCOMPILESHADERPROC glCompileShader;
- extern PFNGLCREATEPROGRAMPROC glCreateProgram;
- extern PFNGLATTACHSHADERPROC glAttachShader;
- extern PFNGLLINKPROGRAMPROC glLinkProgram;
- extern PFNGLDETACHSHADERPROC glDetachShader;
- extern PFNGLDELETESHADERPROC glDeleteShader;
- extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
- #ifndef _MINGW
- extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
- #endif
- #endif
- using namespace Polycode;
- GLSLProgram::GLSLProgram(int type) : ShaderProgram(type) {
- }
- GLSLProgram::~GLSLProgram() {
- glDeleteShader(program);
- }
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