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Added comments, and hacked shader, so its working

master
Joshua Moerman 13 years ago
parent
commit
6dfc673420
  1. 41
      J/shader.h

41
J/shader.h

@ -10,10 +10,17 @@
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
// TODO: do glValidateProgram, like in the OpenGL template
// TODO: do glValidateProgram, like in the OpenGL template (see bottom)
// TODO: add error checking at set_uniforms?
// TODO: use an uniform map? (benchmark first!)
namespace J {
enum {
ATTRIB_VERTEX,
ATTRIB_COLOR,
NUM_ATTRIBUTES
};
class shader {
typedef std::map<GLenum, GLuint> ShaderMap;
@ -43,6 +50,12 @@ public:
throw std::runtime_error(fragment_shader_filename + " couldn't be opened");
read_shader(fragment_shader, GL_FRAGMENT_SHADER);
}
{ // TODO: think of a nice way to implement this
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(program, ATTRIB_VERTEX, "position");
glBindAttribLocation(program, ATTRIB_COLOR, "color");
}
link_program();
}
@ -54,6 +67,7 @@ public:
GLuint shader = it.second;
glDetachShader(program, shader);
glDeleteShader(shader);
// NOTE: If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object
}
glDeleteProgram(program);
@ -182,6 +196,31 @@ private:
}
#endif
}
/*
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0)
{
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0)
return FALSE;
return TRUE;
}
*/
};