/* Copyright (c) 2007 Scott Lembcke * * 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 #include #include #include "GL/glew.h" #include "GL/glfw.h" #include "chipmunk/chipmunk.h" #include "ChipmunkDemoShaderSupport.h" void CheckGLErrors(void) { for(GLenum err = glGetError(); err; err = glGetError()){ if(err){ fprintf(stderr, "GLError(%s:%d) 0x%04X\n", __FILE__, __LINE__, err); abort(); } } } static cpBool CheckError(GLint obj, GLenum status, PFNGLGETSHADERIVPROC getiv, PFNGLGETSHADERINFOLOGPROC getInfoLog) { GLint success; getiv(obj, status, &success); if(!success){ GLint length; getiv(obj, GL_INFO_LOG_LENGTH, &length); char *log = (char *)alloca(length); getInfoLog(obj, length, NULL, log); fprintf(stderr, "Shader compile error for 0x%04X: %s\n", status, log); return cpFalse; } else { return cpTrue; } } GLint CompileShader(GLenum type, const char *source) { GLint shader = glCreateShader(type); glShaderSource(shader, 1, &source, NULL); glCompileShader(shader); // TODO: return placeholder shader instead? cpAssertHard(CheckError(shader, GL_COMPILE_STATUS, glGetShaderiv, glGetShaderInfoLog), "Error compiling shader"); return shader; } GLint LinkProgram(GLint vshader, GLint fshader) { GLint program = glCreateProgram(); glAttachShader(program, vshader); glAttachShader(program, fshader); glLinkProgram(program); // todo return placeholder program instead? cpAssertHard(CheckError(program, GL_LINK_STATUS, glGetProgramiv, glGetProgramInfoLog), "Error linking shader program"); return program; } cpBool ValidateProgram(GLint program) { // TODO: Implement? return cpTrue; } void SetAttribute(GLuint program, char const *name, GLint size, GLenum gltype, GLsizei stride, GLvoid *offset) { GLint index = glGetAttribLocation(program, name); glEnableVertexAttribArray(index); glVertexAttribPointer(index, size, gltype, GL_FALSE, stride, offset); }