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Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp306
1 files changed, 119 insertions, 187 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
index 105a87e767b..15350db6650 100644
--- a/source/gameengine/Ketsji/BL_Shader.cpp
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -1,21 +1,5 @@
-
-#ifdef WIN32
-#include <windows.h>
-#endif // WIN32
-#ifdef __APPLE__
-#define GL_GLEXT_LEGACY 1
-#include <OpenGL/gl.h>
-#include <OpenGL/glu.h>
-#else
-#include <GL/gl.h>
-/* #if defined(__sun__) && !defined(__sparc__)
-#include <mesa/glu.h>
-#else
-*/
-#include <GL/glu.h>
-/* #endif */
-#endif
+#include "GL/glew.h"
#include <iostream>
#include "BL_Shader.h"
@@ -31,7 +15,6 @@
#include "RAS_MeshObject.h"
#include "RAS_IRasterizer.h"
-//using namespace bgl;
#define spit(x) std::cout << x << std::endl;
#define SORT_UNIFORMS 1
@@ -46,7 +29,7 @@ BL_Uniform::BL_Uniform(int data_size)
mDataLen(data_size)
{
#ifdef SORT_UNIFORMS
- MT_assert(mDataLen <= UNIFORM_MAX_LEN);
+ MT_assert((int)mDataLen <= UNIFORM_MAX_LEN);
mData = (void*)MEM_mallocN(mDataLen, "shader-uniform-alloc");
#endif
}
@@ -63,7 +46,6 @@ BL_Uniform::~BL_Uniform()
void BL_Uniform::Apply(class BL_Shader *shader)
{
-#ifdef GL_ARB_shader_objects
#ifdef SORT_UNIFORMS
MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData);
@@ -74,48 +56,47 @@ void BL_Uniform::Apply(class BL_Shader *shader)
{
case UNI_FLOAT: {
float *f = (float*)mData;
- bgl::blUniform1fARB(mLoc,(GLfloat)*f);
+ glUniform1fARB(mLoc,(GLfloat)*f);
}break;
case UNI_INT: {
int *f = (int*)mData;
- bgl::blUniform1iARB(mLoc, (GLint)*f);
+ glUniform1iARB(mLoc, (GLint)*f);
}break;
case UNI_FLOAT2: {
float *f = (float*)mData;
- bgl::blUniform2fvARB(mLoc,1, (GLfloat*)f);
+ glUniform2fvARB(mLoc,1, (GLfloat*)f);
}break;
case UNI_FLOAT3: {
float *f = (float*)mData;
- bgl::blUniform3fvARB(mLoc,1,(GLfloat*)f);
+ glUniform3fvARB(mLoc,1,(GLfloat*)f);
}break;
case UNI_FLOAT4: {
float *f = (float*)mData;
- bgl::blUniform4fvARB(mLoc,1,(GLfloat*)f);
+ glUniform4fvARB(mLoc,1,(GLfloat*)f);
}break;
case UNI_INT2: {
int *f = (int*)mData;
- bgl::blUniform2ivARB(mLoc,1,(GLint*)f);
+ glUniform2ivARB(mLoc,1,(GLint*)f);
}break;
case UNI_INT3: {
int *f = (int*)mData;
- bgl::blUniform3ivARB(mLoc,1,(GLint*)f);
+ glUniform3ivARB(mLoc,1,(GLint*)f);
}break;
case UNI_INT4: {
int *f = (int*)mData;
- bgl::blUniform4ivARB(mLoc,1,(GLint*)f);
+ glUniform4ivARB(mLoc,1,(GLint*)f);
}break;
case UNI_MAT4: {
float *f = (float*)mData;
- bgl::blUniformMatrix4fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
+ glUniformMatrix4fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
}break;
case UNI_MAT3: {
float *f = (float*)mData;
- bgl::blUniformMatrix3fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
+ glUniformMatrix3fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
}break;
}
mDirty = false;
#endif
-#endif
}
void BL_Uniform::SetData(int location, int type,bool transpose)
@@ -144,17 +125,14 @@ BL_Shader::BL_Shader(PyTypeObject *T)
mError(0),
mDirty(true)
{
- // if !RAS_EXT_support._ARB_shader_objects this class will not be used
+ // if !GLEW_ARB_shader_objects this class will not be used
//for (int i=0; i<MAXTEX; i++) {
// mSampler[i] = BL_Sampler();
//}
}
-using namespace bgl;
-
BL_Shader::~BL_Shader()
{
-#ifdef GL_ARB_shader_objects
//for (int i=0; i<MAXTEX; i++){
// if(mSampler[i].mOwn) {
// if(mSampler[i].mTexture)
@@ -164,14 +142,13 @@ BL_Shader::~BL_Shader()
ClearUniforms();
if( mShader ) {
- bgl::blDeleteObjectARB(mShader);
+ glDeleteObjectARB(mShader);
mShader = 0;
}
vertProg = 0;
fragProg = 0;
mOk = 0;
- bgl::blUseProgramObjectARB(0);
-#endif//GL_ARB_shader_objects
+ glUseProgramObjectARB(0);
}
void BL_Shader::ClearUniforms()
@@ -266,8 +243,6 @@ void BL_Shader::UnloadShader()
bool BL_Shader::LinkProgram()
{
-#ifdef GL_ARB_shader_objects
-
int vertlen = 0, fraglen=0, proglen=0;
int vertstatus=0, fragstatus=0, progstatus=0;
unsigned int tmpVert=0, tmpFrag=0, tmpProg=0;
@@ -281,25 +256,25 @@ bool BL_Shader::LinkProgram()
spit("Invalid GLSL sources");
return false;
}
- if( !RAS_EXT_support._ARB_fragment_shader) {
+ if( !GLEW_ARB_fragment_shader) {
spit("Fragment shaders not supported");
return false;
}
- if( !RAS_EXT_support._ARB_vertex_shader) {
+ if( !GLEW_ARB_vertex_shader) {
spit("Vertex shaders not supported");
return false;
}
// -- vertex shader ------------------
- tmpVert = bgl::blCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
- bgl::blShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
- bgl::blCompileShaderARB(tmpVert);
- bgl::blGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen);
+ tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
+ glCompileShaderARB(tmpVert);
+ glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen);
// print info if any
if( vertlen > 0 && vertlen < MAX_LOG_LEN){
logInf = (char*)MEM_mallocN(vertlen, "vert-log");
- bgl::blGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
+ glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
if(char_len >0) {
spit("---- Vertex Shader Error ----");
spit(logInf);
@@ -308,20 +283,20 @@ bool BL_Shader::LinkProgram()
logInf=0;
}
// check for compile errors
- bgl::blGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus);
+ glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus);
if(!vertstatus) {
spit("---- Vertex shader failed to compile ----");
goto programError;
}
// -- fragment shader ----------------
- tmpFrag = bgl::blCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
- bgl::blShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
- bgl::blCompileShaderARB(tmpFrag);
- bgl::blGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen);
+ tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
+ glCompileShaderARB(tmpFrag);
+ glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen);
if(fraglen >0 && fraglen < MAX_LOG_LEN){
logInf = (char*)MEM_mallocN(fraglen, "frag-log");
- bgl::blGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf);
+ glGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf);
if(char_len >0) {
spit("---- Fragment Shader Error ----");
spit(logInf);
@@ -330,7 +305,7 @@ bool BL_Shader::LinkProgram()
logInf=0;
}
- bgl::blGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus);
+ glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus);
if(!fragstatus){
spit("---- Fragment shader failed to compile ----");
goto programError;
@@ -339,17 +314,17 @@ bool BL_Shader::LinkProgram()
// -- program ------------------------
// set compiled vert/frag shader & link
- tmpProg = bgl::blCreateProgramObjectARB();
- bgl::blAttachObjectARB(tmpProg, tmpVert);
- bgl::blAttachObjectARB(tmpProg, tmpFrag);
- bgl::blLinkProgramARB(tmpProg);
- bgl::blGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &proglen);
- bgl::blGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus);
+ tmpProg = glCreateProgramObjectARB();
+ glAttachObjectARB(tmpProg, tmpVert);
+ glAttachObjectARB(tmpProg, tmpFrag);
+ glLinkProgramARB(tmpProg);
+ glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &proglen);
+ glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus);
if(proglen > 0 && proglen < MAX_LOG_LEN) {
logInf = (char*)MEM_mallocN(proglen, "prog-log");
- bgl::blGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf);
+ glGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf);
if(char_len >0) {
spit("---- GLSL Program ----");
spit(logInf);
@@ -365,24 +340,24 @@ bool BL_Shader::LinkProgram()
// set
mShader = tmpProg;
- bgl::blDeleteObjectARB(tmpVert);
- bgl::blDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpFrag);
mOk = 1;
mError = 0;
return true;
programError:
if(tmpVert) {
- bgl::blDeleteObjectARB(tmpVert);
+ glDeleteObjectARB(tmpVert);
tmpVert=0;
}
if(tmpFrag) {
- bgl::blDeleteObjectARB(tmpFrag);
+ glDeleteObjectARB(tmpFrag);
tmpFrag=0;
}
if(tmpProg) {
- bgl::blDeleteObjectARB(tmpProg);
+ glDeleteObjectARB(tmpProg);
tmpProg=0;
}
@@ -390,9 +365,6 @@ programError:
mUse = 0;
mError = 1;
return false;
-#else
- return false;
-#endif//GL_ARB_shader_objects
}
const char *BL_Shader::GetVertPtr()
@@ -428,15 +400,13 @@ unsigned int BL_Shader::GetProg()
void BL_Shader::SetSampler(int loc, int unit)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- bgl::blUniform1iARB(loc, unit);
+ glUniform1iARB(loc, unit);
}
-#endif
}
//
//void BL_Shader::InitializeSampler(int unit, BL_Texture* texture)
@@ -449,31 +419,28 @@ void BL_Shader::SetSampler(int loc, int unit)
void BL_Shader::SetProg(bool enable)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
if( mShader != 0 && mOk && enable) {
- bgl::blUseProgramObjectARB(mShader);
+ glUseProgramObjectARB(mShader);
}
else {
- bgl::blUseProgramObjectARB(0);
+ glUseProgramObjectARB(0);
}
}
-#endif
}
void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
{
-#ifdef GL_ARB_shader_objects
if(!Ok() || !mPreDef.size())
return;
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
MT_Matrix4x4 model;
@@ -578,210 +545,185 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty )
}
}
}
-#endif
}
int BL_Shader::GetAttribLocation(const STR_String& name)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- return bgl::blGetAttribLocationARB(mShader, name.ReadPtr());
+ return glGetAttribLocationARB(mShader, name.ReadPtr());
}
-#endif
+
return -1;
}
void BL_Shader::BindAttribute(const STR_String& attr, int loc)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- bgl::blBindAttribLocationARB(mShader, loc, attr.ReadPtr());
+ glBindAttribLocationARB(mShader, loc, attr.ReadPtr());
}
-#endif
}
int BL_Shader::GetUniformLocation(const STR_String& name)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
MT_assert(mShader!=0);
- int location = bgl::blGetUniformLocationARB(mShader, name.ReadPtr());
+ int location = glGetUniformLocationARB(mShader, name.ReadPtr());
if(location == -1)
spit("Invalid uniform value: " << name.ReadPtr() << ".");
return location;
}
-#endif
+
return -1;
}
void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
float value[2];
vec.getValue(value);
- bgl::blUniform2fvARB(uniform, 1, value);
+ glUniform2fvARB(uniform, 1, value);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
float value[3];
vec.getValue(value);
- bgl::blUniform3fvARB(uniform, 1, value);
+ glUniform3fvARB(uniform, 1, value);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
float value[4];
vec.getValue(value);
- bgl::blUniform4fvARB(uniform, 1, value);
+ glUniform4fvARB(uniform, 1, value);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const unsigned int& val)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- bgl::blUniform1iARB(uniform, val);
+ glUniform1iARB(uniform, val);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const int val)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- bgl::blUniform1iARB(uniform, val);
+ glUniform1iARB(uniform, val);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const float& val)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
- bgl::blUniform1fARB(uniform, val);
+ glUniform1fARB(uniform, val);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
float value[16];
vec.getValue(value);
- bgl::blUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
+ glUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
float value[9];
value[0] = (float)vec[0][0]; value[1] = (float)vec[1][0]; value[2] = (float)vec[2][0];
value[3] = (float)vec[0][1]; value[4] = (float)vec[1][1]; value[5] = (float)vec[2][1];
value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[7] = (float)vec[2][2];
- bgl::blUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
+ glUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const float* val, int len)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
if(len == 2)
- bgl::blUniform2fvARB(uniform, 1,(GLfloat*)val);
+ glUniform2fvARB(uniform, 1,(GLfloat*)val);
else if (len == 3)
- bgl::blUniform3fvARB(uniform, 1,(GLfloat*)val);
+ glUniform3fvARB(uniform, 1,(GLfloat*)val);
else if (len == 4)
- bgl::blUniform4fvARB(uniform, 1,(GLfloat*)val);
+ glUniform4fvARB(uniform, 1,(GLfloat*)val);
else
MT_assert(0);
}
-#endif
}
void BL_Shader::SetUniform(int uniform, const int* val, int len)
{
-#ifdef GL_ARB_shader_objects
- if( RAS_EXT_support._ARB_fragment_shader &&
- RAS_EXT_support._ARB_vertex_shader &&
- RAS_EXT_support._ARB_shader_objects
+ if( GLEW_ARB_fragment_shader &&
+ GLEW_ARB_vertex_shader &&
+ GLEW_ARB_shader_objects
)
{
if(len == 2)
- bgl::blUniform2ivARB(uniform, 1, (GLint*)val);
+ glUniform2ivARB(uniform, 1, (GLint*)val);
else if (len == 3)
- bgl::blUniform3ivARB(uniform, 1, (GLint*)val);
+ glUniform3ivARB(uniform, 1, (GLint*)val);
else if (len == 4)
- bgl::blUniform4ivARB(uniform, 1, (GLint*)val);
+ glUniform4ivARB(uniform, 1, (GLint*)val);
else
MT_assert(0);
}
-#endif
}
@@ -849,7 +791,6 @@ PyParentObject BL_Shader::Parents[] = {
KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" )
{
-#ifdef GL_ARB_shader_objects
if(mShader !=0 && mOk )
{
// already set...
@@ -862,7 +803,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProg
vertProg = v;
fragProg = f;
if( LinkProgram() ) {
- bgl::blUseProgramObjectARB( mShader );
+ glUseProgramObjectARB( mShader );
mUse = apply!=0;
Py_Return;
}
@@ -871,24 +812,19 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProg
mUse = 0;
Py_Return;
}
- return NULL;
-#else
Py_Return;
-#endif
}
KX_PYMETHODDEF_DOC( BL_Shader, delSource, "delSource( )" )
{
-#ifdef GL_ARB_shader_objects
ClearUniforms();
- bgl::blUseProgramObjectARB(0);
+ glUseProgramObjectARB(0);
- bgl::blDeleteObjectARB(mShader);
+ glDeleteObjectARB(mShader);
mShader = 0;
mOk = 0;
mUse = 0;
-#endif
Py_Return;
}
@@ -909,7 +845,6 @@ KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" )
KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
{
-#ifdef GL_ARB_shader_objects
if(mError) {
Py_INCREF(Py_None);
return Py_None;
@@ -919,15 +854,15 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
return NULL;
}
int stat = 0;
- bgl::blValidateProgramARB(mShader);
- bgl::blGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat);
+ glValidateProgramARB(mShader);
+ glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat);
if(stat > 0 && stat < MAX_LOG_LEN) {
int char_len=0;
char *logInf = (char*)MEM_mallocN(stat, "validate-log");
- bgl::blGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf);
+ glGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf);
if(char_len >0) {
spit("---- GLSL Validation ----");
spit(logInf);
@@ -935,7 +870,6 @@ KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
MEM_freeN(logInf);
logInf=0;
}
-#endif//GL_ARB_shader_objects
Py_Return;
}
@@ -1412,7 +1346,6 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
{
-#ifdef GL_ARB_shader_objects
if(mError) {
Py_INCREF(Py_None);
return Py_None;
@@ -1424,11 +1357,10 @@ KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
return NULL;
}
mAttr=SHD_TANGENT;
- bgl::blUseProgramObjectARB(mShader);
- bgl::blBindAttribLocationARB(mShader, mAttr, "Tangent");
+ glUseProgramObjectARB(mShader);
+ glBindAttribLocationARB(mShader, mAttr, "Tangent");
Py_Return;
}
-#endif
return NULL;
}