/* ================= R_LinkGLSLShader links the GLSL vertex and fragment shaders together to form a GLSL program ================= */ bool R_LinkGLSLShader( shaderProgram_t *shaderProgram, bool needsAttributes ) { GLint linked; shaderProgram->program = qglCreateProgramObjectARB( ); qglAttachObjectARB( shaderProgram->program, shaderProgram->vertexShader ); qglAttachObjectARB( shaderProgram->program, shaderProgram->fragmentShader ); if ( needsAttributes ) { qglBindAttribLocationARB( shaderProgram->program, 8, "attr_TexCoord" ); qglBindAttribLocationARB( shaderProgram->program, 9, "attr_Tangent" ); qglBindAttribLocationARB( shaderProgram->program, 10, "attr_Bitangent" ); qglBindAttribLocationARB( shaderProgram->program, 11, "attr_Normal" ); } qglLinkProgramARB( shaderProgram->program ); qglGetObjectParameterivARB( shaderProgram->program, GL_OBJECT_LINK_STATUS_ARB, &linked ); if ( !linked ) { common->Printf( "R_LinkGLSLShader: program failed to link\n" ); return false; } return true; }
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode) { ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n"); if(strlen(name) >= MAX_QPATH) { ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name); } Q_strncpyz(program->name, name, sizeof(program->name)); program->program = qglCreateProgramObjectARB(); program->attribs = attribs; if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB))) { ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name); qglDeleteObjectARB(program->program); return 0; } if(fpCode) { if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB))) { ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name); qglDeleteObjectARB(program->program); return 0; } } if(attribs & ATTR_POSITION) qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position"); if(attribs & ATTR_TEXCOORD) qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD, "attr_TexCoord0"); if(attribs & ATTR_LIGHTCOORD) qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTCOORD, "attr_TexCoord1"); // if(attribs & ATTR_TEXCOORD2) // qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2"); // if(attribs & ATTR_TEXCOORD3) // qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3"); if(attribs & ATTR_TANGENT) qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent"); if(attribs & ATTR_NORMAL) qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal"); if(attribs & ATTR_COLOR) qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color"); if(attribs & ATTR_PAINTCOLOR) qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor"); if(attribs & ATTR_LIGHTDIRECTION) qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection"); if(attribs & ATTR_POSITION2) qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2"); if(attribs & ATTR_NORMAL2) qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2"); if(attribs & ATTR_TANGENT2) qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2"); GLSL_LinkProgram(program->program); return 1; }