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1 #include <stdio.h>
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2 #include <string.h>
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3 #include <stdarg.h>
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4 #include <errno.h>
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5 #include "opengl.h"
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6 #include "shader.h"
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7 #include "logger.h"
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8 #include "unistate.h"
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9 #include "mesh.h"
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10
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11 #ifdef _MSC_VER
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12 #include <malloc.h>
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13 #else
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14 #include <alloca.h>
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15 #endif
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16
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17 #ifdef __GLEW_H__
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18 #define HAVE_GEOMETRY_SHADER
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19 #define HAVE_TESSELATION_SHADER
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20 #endif
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21
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22 static void bind_standard_attr(const ShaderProg *prog);
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23 static const char *strtype(unsigned int type);
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24
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25 ShaderProg *ShaderProg::current;
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26
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27 Shader::Shader()
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28 {
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29 sdr = type = 0;
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30 name = 0;
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31 }
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32
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33 Shader::~Shader()
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34 {
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35 destroy();
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36 }
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37
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38 unsigned int Shader::get_id() const
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39 {
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40 return sdr;
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41 }
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42
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43 void Shader::set_name(const char *name)
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44 {
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45 delete [] this->name;
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46 this->name = new char[strlen(name) + 1];
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47 strcpy(this->name, name);
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48 }
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49
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50 const char *Shader::get_name() const
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51 {
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52 return name;
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53 }
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54
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55 bool Shader::create(const char *src, unsigned int type)
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56 {
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57 #if !GL_ES_VERSION_2_0
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58 const char *src_arr[] = {src};
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59 #else
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60 const char *src_arr[] = { "precision mediump float; ", src };
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61 #endif
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62
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63 if(!sdr) {
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64 sdr = glCreateShader(type);
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65 }
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66
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67 info_log("compiling shader: %s... ", name ? name : "");
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68
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69 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
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70 glCompileShader(sdr);
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71
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72 int status;
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73 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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74
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75 info_log(status ? "success\n" : "failed\n");
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76
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77 int info_len;
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78 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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79 if(info_len > 1) {
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80 char *buf = (char*)alloca(info_len);
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81 glGetShaderInfoLog(sdr, info_len, 0, buf);
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82 buf[info_len - 1] = 0;
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83
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84 if(status) {
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85 info_log("%s\n", buf);
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86 } else {
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87 error_log("%s\n", buf);
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88 }
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89 }
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90
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91 return status == GL_TRUE;
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92 }
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93
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94 void Shader::destroy()
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95 {
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96 if(sdr) {
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97 glDeleteShader(sdr);
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98 }
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99 sdr = type = 0;
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100
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101 delete [] name;
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102 name = 0;
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103 }
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104
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105 bool Shader::load(const char *fname, unsigned int type)
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106 {
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107 FILE *fp;
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108
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109 if(!(fp = fopen(fname, "rb"))) {
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110 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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111 return false;
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112 }
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113
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114 fseek(fp, 0, SEEK_END);
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115 long sz = ftell(fp);
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116 rewind(fp);
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117
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118 char *src = (char*)alloca(sz + 1);
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119 if(fread(src, 1, sz, fp) < (size_t)sz) {
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120 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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121 fclose(fp);
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122 return false;
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123 }
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124 src[sz] = 0;
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125 fclose(fp);
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126
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127 set_name(fname);
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128 return create(src, type);
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129 }
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130
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131 // ---- shader program ----
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132 ShaderProg::ShaderProg()
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133 {
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134 prog = 0;
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135 must_link = true;
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136 }
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137
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138 ShaderProg::~ShaderProg()
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139 {
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140 destroy();
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141 }
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142
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143 unsigned int ShaderProg::get_id() const
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144 {
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145 return prog;
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146 }
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147
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148 bool ShaderProg::create(const char *src, unsigned int type, ...)
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149 {
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150 va_list ap;
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151
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152 va_start(ap, type);
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153 bool res = create(src, type, ap);
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154 va_end(ap);
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155
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156 return res;
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157 }
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158
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159 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
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160 {
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161 destroy();
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162 prog = glCreateProgram();
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163
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164 while(src) {
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165 Shader *sdr = new Shader;
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166 if(!sdr->create(src, type)) {
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167 va_end(ap);
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168 return false;
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169 }
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170 add_shader(sdr);
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171 src = va_arg(ap, const char*);
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172 type = va_arg(ap, unsigned int);
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173 }
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174 return link();
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175 }
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176
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177 bool ShaderProg::create(const char *vsrc, const char *psrc)
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178 {
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179 return create(VSDR(vsrc), PSDR(psrc), 0);
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180 }
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181
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182 bool ShaderProg::create(Shader *sdr, ...)
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183 {
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184 va_list ap;
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185
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186 va_start(ap, sdr);
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187 bool res = create(sdr, ap);
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188 va_end(ap);
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189
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190 return res;
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191 }
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192
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193 bool ShaderProg::create(Shader *sdr, va_list ap)
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194 {
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195 destroy();
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196 prog = glCreateProgram();
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197
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198 while(sdr) {
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199 add_shader(sdr);
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200 sdr = va_arg(ap, Shader*);
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201 }
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202 return link();
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203 }
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204
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205 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
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206 {
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207 return create(vsdr, psdr, 0);
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208 }
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209
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210 void ShaderProg::destroy()
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211 {
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212 if(prog) {
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213 glDeleteProgram(prog);
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214 }
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215 prog = 0;
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216
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217 shaders.clear();
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218 // don't actually destroy the shaders, let the ShaderSet own them
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219 }
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220
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221 bool ShaderProg::load(const char *fname, unsigned int type, ...)
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222 {
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223 va_list ap;
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224 va_start(ap, type);
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225 bool res = load(fname, type, ap);
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226 va_end(ap);
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227
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228 return res;
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229 }
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230
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231 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
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232 {
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233 destroy();
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234 prog = glCreateProgram();
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235
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236 while(fname) {
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237 Shader *sdr = new Shader;
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238 if(!sdr->load(fname, type)) {
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239 delete sdr;
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240 return false;
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241 }
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242 add_shader(sdr);
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243
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244 if((fname = va_arg(ap, const char*))) {
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245 type = va_arg(ap, unsigned int);
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246 }
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247 }
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248
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249 return link();
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250 }
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251
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252 bool ShaderProg::load(const char *vfname, const char *pfname)
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253 {
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254 return load(VSDR(vfname), PSDR(pfname), 0);
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255 }
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256
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257 void ShaderProg::add_shader(Shader *sdr)
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258 {
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259 glAttachShader(prog, sdr->get_id());
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260 }
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261
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262 bool ShaderProg::link() const
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263 {
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264 bind_standard_attr(this);
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265
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266 CHECKGLERR;
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267 info_log("linking program ... ");
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268 glLinkProgram(prog);
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269
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270 int status;
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271 glGetProgramiv(prog, GL_LINK_STATUS, &status);
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272
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273 info_log(status ? "success\n" : "failed\n");
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274
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275 int info_len;
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276 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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277 if(info_len > 1) {
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278 char *buf = (char*)alloca(info_len);
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279 glGetProgramInfoLog(prog, info_len, 0, buf);
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280 buf[info_len - 1] = 0;
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281
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282 if(status) {
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283 info_log("%s\n", buf);
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284 } else {
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285 error_log("%s\n", buf);
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286 }
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287 }
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288
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289 if(status) {
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290 must_link = false;
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291 cache_state_uniforms();
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292
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293 return true;
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294 }
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295 return false;
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296 }
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297
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298 void ShaderProg::bind() const
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299 {
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300 CHECKGLERR;
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301 if(must_link) {
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302 if(!link()) {
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303 return;
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304 }
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305 }
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306 CHECKGLERR;
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307 glUseProgram(prog);
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308 ShaderProg::current = (ShaderProg*)this;
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309
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310 setup_state_uniforms();
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311 }
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312
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313
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314 int ShaderProg::get_attrib_location(const char *name) const
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315 {
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316 glUseProgram(prog);
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317 return glGetAttribLocation(prog, name);
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318 }
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319
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320 void ShaderProg::set_attrib_location(const char *name, int loc) const
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321 {
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322 glBindAttribLocation(prog, loc, name);
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323 must_link = true;
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324 }
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325
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326 int ShaderProg::get_uniform_location(const char *name) const
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327 {
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328 glUseProgram(prog);
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329 return glGetUniformLocation(prog, name);
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330 }
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331
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332 bool ShaderProg::set_uniform(int loc, int val) const
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333 {
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334 glUseProgram(prog);
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335 if(loc >= 0) {
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336 glUniform1i(loc, val);
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337 return true;
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338 }
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339 return false;
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340 }
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341
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342 bool ShaderProg::set_uniform(int loc, float val) const
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343 {
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344 glUseProgram(prog);
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345 if(loc >= 0) {
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346 glUniform1f(loc, val);
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347 return true;
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348 }
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349 return false;
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350 }
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351
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352 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
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353 {
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354 glUseProgram(prog);
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355 if(loc >= 0) {
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356 glUniform2f(loc, v.x, v.y);
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357 return true;
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358 }
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359 return false;
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360 }
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361
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362 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
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363 {
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364 glUseProgram(prog);
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365 if(loc >= 0) {
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366 glUniform3f(loc, v.x, v.y, v.z);
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367 return true;
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368 }
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369 return false;
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370 }
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371
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372 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
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373 {
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374 glUseProgram(prog);
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375 if(loc >= 0) {
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376 glUniform4f(loc, v.x, v.y, v.z, v.w);
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377 return true;
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378 }
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379 return false;
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380 }
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381
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382 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
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383 {
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384 glUseProgram(prog);
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385 if(loc >= 0) {
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386 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
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387 return true;
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388 }
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389 return false;
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390 }
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391
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392 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
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393 {
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394 glUseProgram(prog);
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395 if(loc >= 0) {
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396 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
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397 return true;
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398 }
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399 return false;
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400 }
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401
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402
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403 bool ShaderProg::set_uniform(const char *name, int val) const
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404 {
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405 return set_uniform(get_uniform_location(name), val);
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406 }
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407
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408 bool ShaderProg::set_uniform(const char *name, float val) const
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409 {
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410 return set_uniform(get_uniform_location(name), val);
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411 }
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412
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413 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
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414 {
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415 return set_uniform(get_uniform_location(name), v);
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nuclear@0
|
416 }
|
nuclear@0
|
417
|
nuclear@0
|
418 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
|
nuclear@0
|
419 {
|
nuclear@0
|
420 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
421 }
|
nuclear@0
|
422
|
nuclear@0
|
423 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
|
nuclear@0
|
424 {
|
nuclear@0
|
425 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
426 }
|
nuclear@0
|
427
|
nuclear@0
|
428 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
|
nuclear@0
|
429 {
|
nuclear@0
|
430 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
431 }
|
nuclear@0
|
432
|
nuclear@0
|
433 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
|
nuclear@0
|
434 {
|
nuclear@0
|
435 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
436 }
|
nuclear@0
|
437
|
nuclear@0
|
438 static StType unist_type(GLenum type)
|
nuclear@0
|
439 {
|
nuclear@0
|
440 switch(type) {
|
nuclear@0
|
441 case GL_FLOAT:
|
nuclear@0
|
442 return ST_FLOAT;
|
nuclear@0
|
443 case GL_FLOAT_VEC2:
|
nuclear@0
|
444 return ST_FLOAT2;
|
nuclear@0
|
445 case GL_FLOAT_VEC3:
|
nuclear@0
|
446 return ST_FLOAT3;
|
nuclear@0
|
447 case GL_FLOAT_VEC4:
|
nuclear@0
|
448 return ST_FLOAT4;
|
nuclear@0
|
449 case GL_INT:
|
nuclear@0
|
450 case GL_SAMPLER_2D:
|
nuclear@0
|
451 case GL_SAMPLER_CUBE:
|
nuclear@0
|
452 #if !GL_ES_VERSION_2_0
|
nuclear@0
|
453 case GL_SAMPLER_1D:
|
nuclear@0
|
454 case GL_SAMPLER_3D:
|
nuclear@0
|
455 case GL_SAMPLER_1D_SHADOW:
|
nuclear@0
|
456 case GL_SAMPLER_2D_SHADOW:
|
nuclear@0
|
457 #endif
|
nuclear@0
|
458 return ST_INT;
|
nuclear@0
|
459 case GL_INT_VEC2:
|
nuclear@0
|
460 return ST_INT2;
|
nuclear@0
|
461 case GL_INT_VEC3:
|
nuclear@0
|
462 return ST_INT3;
|
nuclear@0
|
463 case GL_INT_VEC4:
|
nuclear@0
|
464 return ST_INT4;
|
nuclear@0
|
465 case GL_FLOAT_MAT3:
|
nuclear@0
|
466 return ST_MATRIX3;
|
nuclear@0
|
467 case GL_FLOAT_MAT4:
|
nuclear@0
|
468 return ST_MATRIX4;
|
nuclear@0
|
469 default:
|
nuclear@0
|
470 break;
|
nuclear@0
|
471 }
|
nuclear@0
|
472 return ST_UNKNOWN;
|
nuclear@0
|
473 }
|
nuclear@0
|
474
|
nuclear@0
|
475 void ShaderProg::cache_state_uniforms() const
|
nuclear@0
|
476 {
|
nuclear@0
|
477 if(!glIsProgram(prog)) {
|
nuclear@0
|
478 return;
|
nuclear@0
|
479 }
|
nuclear@0
|
480
|
nuclear@0
|
481 int num_uni;
|
nuclear@0
|
482 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
|
nuclear@0
|
483
|
nuclear@0
|
484 char name[256];
|
nuclear@0
|
485 for(int i=0; i<num_uni; i++) {
|
nuclear@0
|
486 GLint sz;
|
nuclear@0
|
487 GLenum type;
|
nuclear@0
|
488 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
489
|
nuclear@0
|
490 if(strstr(name, "st_") == name) {
|
nuclear@0
|
491 StateLocCache s;
|
nuclear@0
|
492 s.sidx = add_unistate(name, unist_type(type));
|
nuclear@0
|
493 s.loc = glGetUniformLocation(prog, name);
|
nuclear@0
|
494 stloc_cache.push_back(s);
|
nuclear@0
|
495 }
|
nuclear@0
|
496 }
|
nuclear@0
|
497 }
|
nuclear@0
|
498
|
nuclear@0
|
499 void ShaderProg::setup_state_uniforms() const
|
nuclear@0
|
500 {
|
nuclear@0
|
501 for(size_t i=0; i<stloc_cache.size(); i++) {
|
nuclear@0
|
502 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
|
nuclear@0
|
503 CHECKGLERR;
|
nuclear@0
|
504 }
|
nuclear@0
|
505 }
|
nuclear@0
|
506
|
nuclear@0
|
507 // ---- ShaderSet ----
|
nuclear@0
|
508 static Shader *load_shader(const char *fname, unsigned int type)
|
nuclear@0
|
509 {
|
nuclear@0
|
510 Shader *sdr = new Shader;
|
nuclear@0
|
511 if(!sdr->load(fname, type)) {
|
nuclear@0
|
512 delete sdr;
|
nuclear@0
|
513 return 0;
|
nuclear@0
|
514 }
|
nuclear@0
|
515 return sdr;
|
nuclear@0
|
516 }
|
nuclear@0
|
517
|
nuclear@0
|
518 static Shader *load_vertex_shader(const char *fname)
|
nuclear@0
|
519 {
|
nuclear@0
|
520 return load_shader(fname, GL_VERTEX_SHADER);
|
nuclear@0
|
521 }
|
nuclear@0
|
522
|
nuclear@0
|
523 static Shader *load_pixel_shader(const char *fname)
|
nuclear@0
|
524 {
|
nuclear@0
|
525 return load_shader(fname, GL_FRAGMENT_SHADER);
|
nuclear@0
|
526 }
|
nuclear@0
|
527
|
nuclear@0
|
528 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
529 static Shader *load_geom_shader(const char *fname)
|
nuclear@0
|
530 {
|
nuclear@0
|
531 return load_shader(fname, GL_GEOMETRY_SHADER);
|
nuclear@0
|
532 }
|
nuclear@0
|
533 #endif
|
nuclear@0
|
534
|
nuclear@0
|
535 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
536 static Shader *load_tc_shader(const char *fname)
|
nuclear@0
|
537 {
|
nuclear@0
|
538 return load_shader(fname, GL_TESS_CONTROL_SHADER);
|
nuclear@0
|
539 }
|
nuclear@0
|
540
|
nuclear@0
|
541 static Shader *load_te_shader(const char *fname)
|
nuclear@0
|
542 {
|
nuclear@0
|
543 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
|
nuclear@0
|
544 }
|
nuclear@0
|
545 #endif
|
nuclear@0
|
546
|
nuclear@0
|
547 static void destroy_shader(Shader *sdr)
|
nuclear@0
|
548 {
|
nuclear@0
|
549 delete sdr;
|
nuclear@0
|
550 }
|
nuclear@0
|
551
|
nuclear@0
|
552 ShaderSet::ShaderSet(unsigned int type)
|
nuclear@0
|
553 : DataSet<Shader*>(0, destroy_shader)
|
nuclear@0
|
554 {
|
nuclear@0
|
555 this->type = type;
|
nuclear@0
|
556
|
nuclear@0
|
557 switch(type) {
|
nuclear@0
|
558 case GL_VERTEX_SHADER:
|
nuclear@0
|
559 load = load_vertex_shader;
|
nuclear@0
|
560 break;
|
nuclear@0
|
561
|
nuclear@0
|
562 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
563 load = load_pixel_shader;
|
nuclear@0
|
564 break;
|
nuclear@0
|
565
|
nuclear@0
|
566 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
567 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
568 load = load_geom_shader;
|
nuclear@0
|
569 break;
|
nuclear@0
|
570 #endif
|
nuclear@0
|
571
|
nuclear@0
|
572 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
573 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
574 load = load_tc_shader;
|
nuclear@0
|
575 break;
|
nuclear@0
|
576
|
nuclear@0
|
577 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
578 load = load_te_shader;
|
nuclear@0
|
579 break;
|
nuclear@0
|
580 #endif
|
nuclear@0
|
581
|
nuclear@0
|
582 default:
|
nuclear@0
|
583 error_log("ShaderSet constructed with invalid shader type!\n");
|
nuclear@0
|
584 }
|
nuclear@0
|
585 }
|
nuclear@0
|
586
|
nuclear@0
|
587 static struct { const char *name; int loc; } attr_loc[] = {
|
nuclear@0
|
588 {"attr_vertex", MESH_ATTR_VERTEX},
|
nuclear@0
|
589 {"attr_normal", MESH_ATTR_NORMAL},
|
nuclear@0
|
590 {"attr_tangent", MESH_ATTR_TANGENT},
|
nuclear@0
|
591 {"attr_texcoord", MESH_ATTR_TEXCOORD},
|
nuclear@0
|
592 {"attr_color", MESH_ATTR_COLOR},
|
nuclear@0
|
593 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
|
nuclear@0
|
594 {"attr_boneidx", MESH_ATTR_BONEIDX}
|
nuclear@0
|
595 };
|
nuclear@0
|
596
|
nuclear@0
|
597 static void bind_standard_attr(const ShaderProg *prog)
|
nuclear@0
|
598 {
|
nuclear@0
|
599 // we must link once to find out which are the active attributes
|
nuclear@0
|
600 glLinkProgram(prog->get_id());
|
nuclear@0
|
601
|
nuclear@0
|
602 int num_attr;
|
nuclear@0
|
603 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
|
nuclear@0
|
604
|
nuclear@0
|
605 char name[256];
|
nuclear@0
|
606 for(int i=0; i<num_attr; i++) {
|
nuclear@0
|
607 GLint sz;
|
nuclear@0
|
608 GLenum type;
|
nuclear@0
|
609 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
610
|
nuclear@0
|
611 for(int j=0; j<sizeof attr_loc / sizeof *attr_loc; j++) {
|
nuclear@0
|
612 if(strcmp(name, attr_loc[j].name) == 0) {
|
nuclear@0
|
613 prog->set_attrib_location(name, attr_loc[j].loc);
|
nuclear@0
|
614 }
|
nuclear@0
|
615 }
|
nuclear@0
|
616 }
|
nuclear@0
|
617 }
|
nuclear@0
|
618
|
nuclear@0
|
619
|
nuclear@0
|
620 static const char *strtype(unsigned int type)
|
nuclear@0
|
621 {
|
nuclear@0
|
622 switch(type) {
|
nuclear@0
|
623 case GL_VERTEX_SHADER:
|
nuclear@0
|
624 return "vertex";
|
nuclear@0
|
625 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
626 return "fragment";
|
nuclear@0
|
627 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
628 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
629 return "geometry";
|
nuclear@0
|
630 #endif
|
nuclear@0
|
631 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
632 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
633 return "tesselation control";
|
nuclear@0
|
634 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
635 return "tesselation evaluation";
|
nuclear@0
|
636 #endif
|
nuclear@0
|
637 default:
|
nuclear@0
|
638 break;
|
nuclear@0
|
639 }
|
nuclear@0
|
640 return "<unknown>";
|
nuclear@0
|
641 }
|