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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 "PolyGLSLShader.h"
- #ifdef _WINDOWS
- extern PFNGLUSEPROGRAMPROC glUseProgram;
- extern PFNGLUNIFORM1IPROC glUniform1i;
- extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
- 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;
- #endif
- using namespace Polycode;
- GLSLShaderBinding::GLSLShaderBinding(GLSLShader *shader) : ShaderBinding(shader) {
- glslShader = shader;
- }
- GLSLShaderBinding::~GLSLShaderBinding() {
-
- }
- void GLSLShaderBinding::addTexture(const String& name, Texture *texture) {
- GLSLTextureBinding binding;
- binding.name = name;
- binding.texture = texture;
- // binding.vpParam = GLSLGetNamedParameter(glslShader->fp->program, name.c_str());
- textures.push_back(binding);
- }
- void GLSLShaderBinding::addCubemap(const String& name, Cubemap *cubemap) {
- GLSLCubemapBinding binding;
- binding.cubemap = cubemap;
- binding.name = name;
- // binding.vpParam = GLSLGetNamedParameter(GLSLShader->fp->program, name.c_str());
- cubemaps.push_back(binding);
- }
- void GLSLShaderBinding::clearTexture(const String& name) {
- for(int i=0; i < textures.size(); i++) {
- if(textures[i].name == name) {
- textures.erase(textures.begin()+i);
- return;
- }
- }
- }
- void GLSLShaderBinding::addParam(const String& type, const String& name, const String& value) {
- int paramType;
- void *defaultData = GLSLProgramParam::createParamData(¶mType, type, value);
- LocalShaderParam *newParam = new LocalShaderParam;
- newParam->data = defaultData;
- newParam->name = name;
- localParams.push_back(newParam);
- }
- GLSLShader::GLSLShader(GLSLProgram *vp, GLSLProgram *fp) : Shader(Shader::MODULE_SHADER) {
- this->vp = vp;
- this->fp = fp;
-
- shader_id = glCreateProgram();
- glAttachShader(shader_id, fp->program);
- glAttachShader(shader_id, vp->program);
- glLinkProgram(shader_id);
- }
- GLSLShader::~GLSLShader() {
- glDetachShader(shader_id, fp->program);
- glDetachShader(shader_id, vp->program);
- glDeleteProgram(shader_id);
- }
- ShaderBinding *GLSLShader::createBinding() {
- return new GLSLShaderBinding(this);
- }
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