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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 using namespace goatgfx;
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18
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19 #ifdef __GLEW_H__
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20 #define HAVE_GEOMETRY_SHADER
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21 #define HAVE_TESSELATION_SHADER
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22 #endif
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23
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24 static void bind_standard_attr(const ShaderProg *prog);
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25 static const char *strtype(unsigned int type);
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26
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27 ShaderProg *ShaderProg::current;
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28
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29 void goatgfx::bind_shader(const ShaderProg *sdr)
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30 {
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31 if(sdr) {
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32 sdr->bind();
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33 } else {
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34 #ifndef GL_ES_VERSION_2_0
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35 glUseProgram(0);
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36 ShaderProg::current = 0;
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37 #endif
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38 }
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39 }
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40
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41 const ShaderProg *goatgfx::get_current_shader()
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42 {
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43 return ShaderProg::current;
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44 }
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45
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46
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47 Shader::Shader()
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48 {
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49 sdr = type = 0;
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50 name = 0;
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51 }
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52
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53 Shader::~Shader()
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54 {
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55 destroy();
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56 }
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57
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58 unsigned int Shader::get_id() const
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59 {
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60 return sdr;
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61 }
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62
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63 void Shader::set_name(const char *name)
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64 {
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65 delete [] this->name;
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66 this->name = new char[strlen(name) + 1];
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67 strcpy(this->name, name);
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68 }
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69
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70 const char *Shader::get_name() const
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71 {
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72 return name;
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73 }
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74
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75 bool Shader::create(const char *src, unsigned int type)
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76 {
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77 #if !GL_ES_VERSION_2_0
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78 const char *src_arr[] = {src};
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79 #else
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80 const char *src_arr[] = { "precision mediump float; ", src };
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81 #endif
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82
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83 if(!sdr) {
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84 sdr = glCreateShader(type);
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85 }
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86
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87 info_log("compiling shader: %s... ", name ? name : "");
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88
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89 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
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90 glCompileShader(sdr);
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91
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92 int status;
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93 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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94
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95 info_log(status ? "success\n" : "failed\n");
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96
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97 int info_len;
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98 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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99 if(info_len > 1) {
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100 char *buf = (char*)alloca(info_len);
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101 glGetShaderInfoLog(sdr, info_len, 0, buf);
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102 buf[info_len - 1] = 0;
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103
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104 if(status) {
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105 info_log("%s\n", buf);
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106 } else {
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107 error_log("%s\n", buf);
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108 }
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109 }
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110
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111 return status == GL_TRUE;
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112 }
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113
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114 void Shader::destroy()
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115 {
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116 if(sdr) {
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117 glDeleteShader(sdr);
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118 }
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119 sdr = type = 0;
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120
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121 delete [] name;
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122 name = 0;
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123 }
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124
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125 bool Shader::load(const char *fname, unsigned int type)
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126 {
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127 FILE *fp;
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128
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129 if(!(fp = fopen(fname, "rb"))) {
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130 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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131 return false;
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132 }
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133
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134 fseek(fp, 0, SEEK_END);
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135 long sz = ftell(fp);
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136 rewind(fp);
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137
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138 char *src = (char*)alloca(sz + 1);
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139 if(fread(src, 1, sz, fp) < (size_t)sz) {
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140 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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141 fclose(fp);
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142 return false;
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143 }
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144 src[sz] = 0;
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145 fclose(fp);
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146
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147 set_name(fname);
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148 return create(src, type);
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149 }
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150
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151 // ---- shader program ----
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152 ShaderProg::ShaderProg()
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153 {
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154 prog = 0;
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155 must_link = true;
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156 }
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157
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158 ShaderProg::~ShaderProg()
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159 {
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160 destroy();
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161 }
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162
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163 unsigned int ShaderProg::get_id() const
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164 {
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165 return prog;
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166 }
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167
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168 bool ShaderProg::create(const char *src, unsigned int type, ...)
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169 {
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170 va_list ap;
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171
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172 va_start(ap, type);
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173 bool res = create(src, type, ap);
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174 va_end(ap);
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175
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176 return res;
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177 }
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178
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179 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
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180 {
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181 destroy();
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182 prog = glCreateProgram();
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183
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184 while(src) {
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185 Shader *sdr = new Shader;
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186 if(!sdr->create(src, type)) {
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187 va_end(ap);
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188 return false;
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189 }
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190 add_shader(sdr);
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191 src = va_arg(ap, const char*);
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192 type = va_arg(ap, unsigned int);
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193 }
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194 return link();
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195 }
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196
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197 bool ShaderProg::create(const char *vsrc, const char *psrc)
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198 {
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199 return create(VSDR(vsrc), PSDR(psrc), 0);
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200 }
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201
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202 bool ShaderProg::create(Shader *sdr, ...)
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203 {
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204 va_list ap;
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205
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206 va_start(ap, sdr);
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207 bool res = create(sdr, ap);
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208 va_end(ap);
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209
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210 return res;
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211 }
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212
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213 bool ShaderProg::create(Shader *sdr, va_list ap)
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214 {
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215 destroy();
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216 prog = glCreateProgram();
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217
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218 while(sdr) {
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219 add_shader(sdr);
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220 sdr = va_arg(ap, Shader*);
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221 }
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222 return link();
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223 }
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224
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225 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
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226 {
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227 return create(vsdr, psdr, 0);
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228 }
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229
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230 void ShaderProg::destroy()
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231 {
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232 if(prog) {
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233 glDeleteProgram(prog);
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234 }
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235 prog = 0;
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236
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237 shaders.clear();
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238 // don't actually destroy the shaders, let the ShaderSet own them
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239 }
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240
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241 bool ShaderProg::load(const char *fname, unsigned int type, ...)
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242 {
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243 va_list ap;
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244 va_start(ap, type);
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245 bool res = load(fname, type, ap);
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246 va_end(ap);
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247
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248 return res;
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249 }
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250
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251 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
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252 {
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253 destroy();
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254 prog = glCreateProgram();
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255
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256 while(fname) {
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257 Shader *sdr = new Shader;
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258 if(!sdr->load(fname, type)) {
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259 delete sdr;
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260 return false;
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261 }
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262 add_shader(sdr);
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263
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264 if((fname = va_arg(ap, const char*))) {
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265 type = va_arg(ap, unsigned int);
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266 }
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267 }
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268
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269 return link();
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270 }
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271
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272 bool ShaderProg::load(const char *vfname, const char *pfname)
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273 {
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274 return load(VSDR(vfname), PSDR(pfname), 0);
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275 }
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276
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277 void ShaderProg::add_shader(Shader *sdr)
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278 {
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279 glAttachShader(prog, sdr->get_id());
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280 }
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281
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282 bool ShaderProg::link() const
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283 {
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284 bind_standard_attr(this);
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285
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286 CHECKGLERR;
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287 info_log("linking program ... ");
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288 glLinkProgram(prog);
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289
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290 int status;
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291 glGetProgramiv(prog, GL_LINK_STATUS, &status);
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292
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293 info_log(status ? "success\n" : "failed\n");
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294
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295 int info_len;
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296 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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297 if(info_len > 1) {
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298 char *buf = (char*)alloca(info_len);
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299 glGetProgramInfoLog(prog, info_len, 0, buf);
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300 buf[info_len - 1] = 0;
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301
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302 if(status) {
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303 info_log("%s\n", buf);
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304 } else {
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305 error_log("%s\n", buf);
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306 }
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307 }
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308
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309 if(status) {
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310 must_link = false;
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311 cache_state_uniforms();
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312
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313 return true;
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314 }
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315 return false;
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316 }
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317
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318 void ShaderProg::bind() const
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319 {
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320 CHECKGLERR;
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321 if(must_link) {
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322 if(!link()) {
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323 return;
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324 }
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325 }
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326 CHECKGLERR;
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327 glUseProgram(prog);
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328 ShaderProg::current = (ShaderProg*)this;
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329
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330 setup_state_uniforms();
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331 }
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332
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333
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334 int ShaderProg::get_attrib_location(const char *name) const
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335 {
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336 glUseProgram(prog);
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337 return glGetAttribLocation(prog, name);
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338 }
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339
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340 void ShaderProg::set_attrib_location(const char *name, int loc) const
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341 {
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342 glBindAttribLocation(prog, loc, name);
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343 must_link = true;
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344 }
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345
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346 int ShaderProg::get_uniform_location(const char *name) const
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347 {
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348 glUseProgram(prog);
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349 return glGetUniformLocation(prog, name);
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350 }
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351
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352 bool ShaderProg::set_uniform(int loc, int val) 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 glUniform1i(loc, val);
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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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nuclear@0
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362 bool ShaderProg::set_uniform(int loc, float val) 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 glUniform1f(loc, val);
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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 Vector2 &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 glUniform2f(loc, v.x, v.y);
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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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nuclear@0
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382 bool ShaderProg::set_uniform(int loc, const Vector3 &v) 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 glUniform3f(loc, v.x, v.y, v.z);
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387 return true;
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nuclear@0
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388 }
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nuclear@0
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389 return false;
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nuclear@0
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390 }
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391
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nuclear@0
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392 bool ShaderProg::set_uniform(int loc, const Vector4 &v) 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 glUniform4f(loc, v.x, v.y, v.z, v.w);
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397 return true;
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nuclear@0
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398 }
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nuclear@0
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399 return false;
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nuclear@0
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400 }
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401
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nuclear@0
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402 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
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403 {
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nuclear@0
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404 glUseProgram(prog);
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nuclear@0
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405 if(loc >= 0) {
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nuclear@0
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406 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
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407 return true;
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nuclear@0
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408 }
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nuclear@0
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409 return false;
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nuclear@0
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410 }
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411
|
nuclear@0
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412 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
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nuclear@0
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413 {
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nuclear@0
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414 glUseProgram(prog);
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nuclear@0
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415 if(loc >= 0) {
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nuclear@0
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416 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
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417 return true;
|
nuclear@0
|
418 }
|
nuclear@0
|
419 return false;
|
nuclear@0
|
420 }
|
nuclear@0
|
421
|
nuclear@0
|
422
|
nuclear@0
|
423 bool ShaderProg::set_uniform(const char *name, int val) const
|
nuclear@0
|
424 {
|
nuclear@0
|
425 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
426 }
|
nuclear@0
|
427
|
nuclear@0
|
428 bool ShaderProg::set_uniform(const char *name, float val) const
|
nuclear@0
|
429 {
|
nuclear@0
|
430 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
431 }
|
nuclear@0
|
432
|
nuclear@0
|
433 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
|
nuclear@0
|
434 {
|
nuclear@0
|
435 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
436 }
|
nuclear@0
|
437
|
nuclear@0
|
438 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
|
nuclear@0
|
439 {
|
nuclear@0
|
440 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
441 }
|
nuclear@0
|
442
|
nuclear@0
|
443 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
|
nuclear@0
|
444 {
|
nuclear@0
|
445 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
446 }
|
nuclear@0
|
447
|
nuclear@0
|
448 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
|
nuclear@0
|
449 {
|
nuclear@0
|
450 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
451 }
|
nuclear@0
|
452
|
nuclear@0
|
453 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
|
nuclear@0
|
454 {
|
nuclear@0
|
455 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
456 }
|
nuclear@0
|
457
|
nuclear@0
|
458 static StType unist_type(GLenum type)
|
nuclear@0
|
459 {
|
nuclear@0
|
460 switch(type) {
|
nuclear@0
|
461 case GL_FLOAT:
|
nuclear@0
|
462 return ST_FLOAT;
|
nuclear@0
|
463 case GL_FLOAT_VEC2:
|
nuclear@0
|
464 return ST_FLOAT2;
|
nuclear@0
|
465 case GL_FLOAT_VEC3:
|
nuclear@0
|
466 return ST_FLOAT3;
|
nuclear@0
|
467 case GL_FLOAT_VEC4:
|
nuclear@0
|
468 return ST_FLOAT4;
|
nuclear@0
|
469 case GL_INT:
|
nuclear@0
|
470 case GL_SAMPLER_2D:
|
nuclear@0
|
471 case GL_SAMPLER_CUBE:
|
nuclear@0
|
472 #if !GL_ES_VERSION_2_0
|
nuclear@0
|
473 case GL_SAMPLER_1D:
|
nuclear@0
|
474 case GL_SAMPLER_3D:
|
nuclear@0
|
475 case GL_SAMPLER_1D_SHADOW:
|
nuclear@0
|
476 case GL_SAMPLER_2D_SHADOW:
|
nuclear@0
|
477 #endif
|
nuclear@0
|
478 return ST_INT;
|
nuclear@0
|
479 case GL_INT_VEC2:
|
nuclear@0
|
480 return ST_INT2;
|
nuclear@0
|
481 case GL_INT_VEC3:
|
nuclear@0
|
482 return ST_INT3;
|
nuclear@0
|
483 case GL_INT_VEC4:
|
nuclear@0
|
484 return ST_INT4;
|
nuclear@0
|
485 case GL_FLOAT_MAT3:
|
nuclear@0
|
486 return ST_MATRIX3;
|
nuclear@0
|
487 case GL_FLOAT_MAT4:
|
nuclear@0
|
488 return ST_MATRIX4;
|
nuclear@0
|
489 default:
|
nuclear@0
|
490 break;
|
nuclear@0
|
491 }
|
nuclear@0
|
492 return ST_UNKNOWN;
|
nuclear@0
|
493 }
|
nuclear@0
|
494
|
nuclear@0
|
495 void ShaderProg::cache_state_uniforms() const
|
nuclear@0
|
496 {
|
nuclear@0
|
497 if(!glIsProgram(prog)) {
|
nuclear@0
|
498 return;
|
nuclear@0
|
499 }
|
nuclear@0
|
500
|
nuclear@0
|
501 int num_uni;
|
nuclear@0
|
502 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
|
nuclear@0
|
503
|
nuclear@0
|
504 char name[256];
|
nuclear@0
|
505 for(int i=0; i<num_uni; i++) {
|
nuclear@0
|
506 GLint sz;
|
nuclear@0
|
507 GLenum type;
|
nuclear@0
|
508 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
509
|
nuclear@0
|
510 if(strstr(name, "st_") == name) {
|
nuclear@0
|
511 StateLocCache s;
|
nuclear@0
|
512 s.sidx = add_unistate(name, unist_type(type));
|
nuclear@0
|
513 s.loc = glGetUniformLocation(prog, name);
|
nuclear@0
|
514 stloc_cache.push_back(s);
|
nuclear@0
|
515 }
|
nuclear@0
|
516 }
|
nuclear@0
|
517 }
|
nuclear@0
|
518
|
nuclear@0
|
519 void ShaderProg::setup_state_uniforms() const
|
nuclear@0
|
520 {
|
nuclear@0
|
521 for(size_t i=0; i<stloc_cache.size(); i++) {
|
nuclear@0
|
522 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
|
nuclear@0
|
523 CHECKGLERR;
|
nuclear@0
|
524 }
|
nuclear@0
|
525 }
|
nuclear@0
|
526
|
nuclear@0
|
527 // ---- ShaderSet ----
|
nuclear@0
|
528 static Shader *load_shader(const char *fname, unsigned int type)
|
nuclear@0
|
529 {
|
nuclear@0
|
530 Shader *sdr = new Shader;
|
nuclear@0
|
531 if(!sdr->load(fname, type)) {
|
nuclear@0
|
532 delete sdr;
|
nuclear@0
|
533 return 0;
|
nuclear@0
|
534 }
|
nuclear@0
|
535 return sdr;
|
nuclear@0
|
536 }
|
nuclear@0
|
537
|
nuclear@0
|
538 static Shader *load_vertex_shader(const char *fname)
|
nuclear@0
|
539 {
|
nuclear@0
|
540 return load_shader(fname, GL_VERTEX_SHADER);
|
nuclear@0
|
541 }
|
nuclear@0
|
542
|
nuclear@0
|
543 static Shader *load_pixel_shader(const char *fname)
|
nuclear@0
|
544 {
|
nuclear@0
|
545 return load_shader(fname, GL_FRAGMENT_SHADER);
|
nuclear@0
|
546 }
|
nuclear@0
|
547
|
nuclear@0
|
548 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
549 static Shader *load_geom_shader(const char *fname)
|
nuclear@0
|
550 {
|
nuclear@0
|
551 return load_shader(fname, GL_GEOMETRY_SHADER);
|
nuclear@0
|
552 }
|
nuclear@0
|
553 #endif
|
nuclear@0
|
554
|
nuclear@0
|
555 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
556 static Shader *load_tc_shader(const char *fname)
|
nuclear@0
|
557 {
|
nuclear@0
|
558 return load_shader(fname, GL_TESS_CONTROL_SHADER);
|
nuclear@0
|
559 }
|
nuclear@0
|
560
|
nuclear@0
|
561 static Shader *load_te_shader(const char *fname)
|
nuclear@0
|
562 {
|
nuclear@0
|
563 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
|
nuclear@0
|
564 }
|
nuclear@0
|
565 #endif
|
nuclear@0
|
566
|
nuclear@0
|
567 static void destroy_shader(Shader *sdr)
|
nuclear@0
|
568 {
|
nuclear@0
|
569 delete sdr;
|
nuclear@0
|
570 }
|
nuclear@0
|
571
|
nuclear@0
|
572 ShaderSet::ShaderSet(unsigned int type)
|
nuclear@0
|
573 : DataSet<Shader*>(0, destroy_shader)
|
nuclear@0
|
574 {
|
nuclear@0
|
575 this->type = type;
|
nuclear@0
|
576
|
nuclear@0
|
577 switch(type) {
|
nuclear@0
|
578 case GL_VERTEX_SHADER:
|
nuclear@0
|
579 load = load_vertex_shader;
|
nuclear@0
|
580 break;
|
nuclear@0
|
581
|
nuclear@0
|
582 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
583 load = load_pixel_shader;
|
nuclear@0
|
584 break;
|
nuclear@0
|
585
|
nuclear@0
|
586 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
587 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
588 load = load_geom_shader;
|
nuclear@0
|
589 break;
|
nuclear@0
|
590 #endif
|
nuclear@0
|
591
|
nuclear@0
|
592 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
593 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
594 load = load_tc_shader;
|
nuclear@0
|
595 break;
|
nuclear@0
|
596
|
nuclear@0
|
597 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
598 load = load_te_shader;
|
nuclear@0
|
599 break;
|
nuclear@0
|
600 #endif
|
nuclear@0
|
601
|
nuclear@0
|
602 default:
|
nuclear@0
|
603 error_log("ShaderSet constructed with invalid shader type!\n");
|
nuclear@0
|
604 }
|
nuclear@0
|
605 }
|
nuclear@0
|
606
|
nuclear@0
|
607 static struct { const char *name; int loc; } attr_loc[] = {
|
nuclear@0
|
608 {"attr_vertex", MESH_ATTR_VERTEX},
|
nuclear@0
|
609 {"attr_normal", MESH_ATTR_NORMAL},
|
nuclear@0
|
610 {"attr_tangent", MESH_ATTR_TANGENT},
|
nuclear@0
|
611 {"attr_texcoord", MESH_ATTR_TEXCOORD},
|
nuclear@0
|
612 {"attr_color", MESH_ATTR_COLOR},
|
nuclear@0
|
613 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
|
nuclear@0
|
614 {"attr_boneidx", MESH_ATTR_BONEIDX}
|
nuclear@0
|
615 };
|
nuclear@0
|
616
|
nuclear@0
|
617 static void bind_standard_attr(const ShaderProg *prog)
|
nuclear@0
|
618 {
|
nuclear@0
|
619 // we must link once to find out which are the active attributes
|
nuclear@0
|
620 glLinkProgram(prog->get_id());
|
nuclear@0
|
621
|
nuclear@0
|
622 int num_attr;
|
nuclear@0
|
623 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
|
nuclear@0
|
624
|
nuclear@0
|
625 char name[256];
|
nuclear@0
|
626 for(int i=0; i<num_attr; i++) {
|
nuclear@0
|
627 GLint sz;
|
nuclear@0
|
628 GLenum type;
|
nuclear@0
|
629 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
630
|
nuclear@8
|
631 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
|
nuclear@0
|
632 if(strcmp(name, attr_loc[j].name) == 0) {
|
nuclear@0
|
633 prog->set_attrib_location(name, attr_loc[j].loc);
|
nuclear@0
|
634 }
|
nuclear@0
|
635 }
|
nuclear@0
|
636 }
|
nuclear@0
|
637 }
|
nuclear@0
|
638
|
nuclear@0
|
639
|
nuclear@0
|
640 static const char *strtype(unsigned int type)
|
nuclear@0
|
641 {
|
nuclear@0
|
642 switch(type) {
|
nuclear@0
|
643 case GL_VERTEX_SHADER:
|
nuclear@0
|
644 return "vertex";
|
nuclear@0
|
645 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
646 return "fragment";
|
nuclear@0
|
647 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
648 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
649 return "geometry";
|
nuclear@0
|
650 #endif
|
nuclear@0
|
651 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
652 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
653 return "tesselation control";
|
nuclear@0
|
654 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
655 return "tesselation evaluation";
|
nuclear@0
|
656 #endif
|
nuclear@0
|
657 default:
|
nuclear@0
|
658 break;
|
nuclear@0
|
659 }
|
nuclear@0
|
660 return "<unknown>";
|
nuclear@0
|
661 }
|