Created
October 5, 2014 23:24
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Evolution ShaderProgram implementation
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#include <shaderprogram.h> | |
#include <GL/glew.h> | |
#include <GLFW/glfw3.h> | |
#include <string.h> | |
#include <stdlib.h> | |
ShaderProgram::ShaderProgram() { | |
program = 0; | |
m_list = 0; | |
} | |
ShaderProgram::~ShaderProgram() { | |
if(m_list) { | |
ShaderVariable* current = m_list; | |
while(current) { | |
ShaderVariable* next = current->next; | |
free(current->name); | |
delete current; | |
current = next; | |
} | |
} | |
if(program) { | |
glDeleteProgram(program); | |
} | |
} | |
int ShaderProgram::_var(char* name, bool uniform) { | |
// First, try finding it in our list | |
ShaderVariable* current = m_list; | |
ShaderVariable* last = m_list; | |
while(current) { | |
if((strcmp(current->name, name) == 0) && (current->uniform == uniform)) | |
return(current->location); | |
last = current; | |
current = current->next; | |
} | |
// Otherwise, we need to get it from OGL | |
int location = -1; | |
if(uniform) { | |
location = glGetUniformLocation(program, name); | |
} | |
else { | |
location = glGetAttribLocation(program, name); | |
} | |
if(location >= 0) { | |
ShaderVariable* var = new ShaderVariable; | |
var->location = location; | |
var->next = 0; | |
var->uniform = uniform; | |
var->name = (char*)malloc(strlen(name + 1)); | |
strcpy(var->name, name); | |
if(m_list == 0) { | |
m_list = var; | |
} | |
else { | |
last->next = var; | |
} | |
} | |
return(location); | |
} | |
int ShaderProgram::uniform(char *name) { | |
return(_var(name, true)); | |
} | |
int ShaderProgram::attribute(char* name) { | |
return(_var(name, false)); | |
} |
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