Equalizer  1.4.1
glslShaders.h
00001 
00002 /* Copyright (c) 2007-2011,  Maxim Makhinya  <maxmah@gmail.com>
00003    Copyright (c) 2008-2010,  Stefan Eilemann <eile@equalizergraphics.com> 
00004  *
00005  * Redistribution and use in source and binary forms, with or without
00006  * modification, are permitted provided that the following conditions are met:
00007  *
00008  * - Redistributions of source code must retain the above copyright notice, this
00009  *   list of conditions and the following disclaimer.
00010  * - Redistributions in binary form must reproduce the above copyright notice,
00011  *   this list of conditions and the following disclaimer in the documentation
00012  *   and/or other materials provided with the distribution.
00013  * - Neither the name of Eyescale Software GmbH nor the names of its
00014  *   contributors may be used to endorse or promote products derived from this
00015  *   software without specific prior written permission.
00016  *
00017  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
00018  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
00019  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
00020  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
00021  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
00022  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
00023  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
00024  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
00025  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
00026  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
00027  * POSSIBILITY OF SUCH DAMAGE.
00028  */
00029 
00030 #ifndef EVOLVE_GLSL_SHADERS_H
00031 #define EVOLVE_GLSL_SHADERS_H
00032 
00033 #include <eq/eq.h>
00034 
00035 namespace eVolve
00036 {
00037     class GLSLShaders
00038     {
00039     public:
00040         GLSLShaders(): _program( 0 ), _shadersLoaded( false ), _glewContext( 0 )
00041             {}
00042 
00043         bool loadShaders( const std::string &vShader,
00044                           const std::string &fShader,
00045                           const GLEWContext* glewContext );
00046 
00047         void unloadShaders();
00048 
00049         GLhandleARB  getProgram() const { return _program; }
00050         const GLEWContext* glewGetContext() const { return _glewContext; }
00051 
00052     private:
00053         GLhandleARB     _program;       
00054         bool            _shadersLoaded; 
00055         const GLEWContext* _glewContext;   
00056 
00057         GLhandleARB _loadShader( const std::string &shader, GLenum shaderType );
00058         void _printLog( GLhandleARB shader, const std::string &type );
00059 
00060         bool _cleanupOnError( GLhandleARB vShader=0, GLhandleARB fShader=0 );
00061     };
00062 
00063 }
00064 #endif // EVOLVE_GLSL_SHADERS_H
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