Equalizer  1.6.1
glslShaders.h
1 
2 /* Copyright (c) 2007-2011, Maxim Makhinya <maxmah@gmail.com>
3  Copyright (c) 2008-2010, Stefan Eilemann <eile@equalizergraphics.com>
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are met:
7  *
8  * - Redistributions of source code must retain the above copyright notice, this
9  * list of conditions and the following disclaimer.
10  * - Redistributions in binary form must reproduce the above copyright notice,
11  * this list of conditions and the following disclaimer in the documentation
12  * and/or other materials provided with the distribution.
13  * - Neither the name of Eyescale Software GmbH nor the names of its
14  * contributors may be used to endorse or promote products derived from this
15  * software without specific prior written permission.
16  *
17  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
18  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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21  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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29 
30 #ifndef EVOLVE_GLSL_SHADERS_H
31 #define EVOLVE_GLSL_SHADERS_H
32 
33 #include <eq/eq.h>
34 
35 namespace eVolve
36 {
38  {
39  public:
40  GLSLShaders(): _program( 0 ), _shadersLoaded( false ), _glewContext( 0 )
41  {}
42 
43  bool loadShaders( const std::string &vShader,
44  const std::string &fShader,
45  const GLEWContext* glewContext );
46 
47  void unloadShaders();
48 
49  GLhandleARB getProgram() const { return _program; }
50  const GLEWContext* glewGetContext() const { return _glewContext; }
51 
52  private:
53  GLhandleARB _program;
54  bool _shadersLoaded;
55  const GLEWContext* _glewContext;
56 
57  GLhandleARB _loadShader( const std::string &shader, GLenum shaderType );
58  void _printLog( GLhandleARB shader, const std::string &type );
59 
60  bool _cleanupOnError( GLhandleARB vShader=0, GLhandleARB fShader=0 );
61  };
62 
63 }
64 #endif // EVOLVE_GLSL_SHADERS_H