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1 #include <stdio.h>
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nuclear@0
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2 #include <string.h>
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nuclear@0
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3 #include <stdarg.h>
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4 #include <errno.h>
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nuclear@0
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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
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10 #ifdef _MSC_VER
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11 #include <malloc.h>
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12 #else
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13 #include <alloca.h>
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14 #endif
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15
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16 using namespace goatgfx;
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17
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18 #ifdef __GLEW_H__
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19 #define HAVE_GEOMETRY_SHADER
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20 #define HAVE_TESSELATION_SHADER
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21 #endif
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22
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23 static std::string read_source(const char *fname);
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24
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25 ShaderProg *ShaderProg::current;
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26
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27 void goatgfx::bind_shader(const ShaderProg *sdr)
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28 {
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29 if(sdr) {
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30 sdr->bind();
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31 } else {
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32 #ifndef GL_ES_VERSION_2_0
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33 glUseProgram(0);
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34 ShaderProg::current = 0;
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35 #endif
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36 }
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37 }
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38
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39 const ShaderProg *goatgfx::get_current_shader()
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40 {
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41 return ShaderProg::current;
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42 }
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43
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44 Shader::Shader()
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45 {
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46 sdr = type = 0;
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47 }
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48
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49 Shader::~Shader()
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50 {
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51 destroy();
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52 }
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53
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54 unsigned int Shader::get_id() const
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55 {
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56 return sdr;
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57 }
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58
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59 void Shader::set_name(const char *name)
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60 {
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61 this->name = std::string(name);
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62 }
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63
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64 const char *Shader::get_name() const
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65 {
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66 return name.c_str();
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67 }
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68
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69 bool Shader::create(const char *src, unsigned int type)
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70 {
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71 #if !GL_ES_VERSION_2_0
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72 const char *src_arr[] = {src};
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73 #else
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74 const char *src_arr[] = { "precision mediump float; ", src };
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75 #endif
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76
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77 // keep a copy of the source code
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78 this->src = std::string(src);
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79
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80 if(!sdr) {
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81 sdr = glCreateShader(type);
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82 }
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83
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84 info_log("compiling shader: %s... ", name.c_str());
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85
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86 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
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87 glCompileShader(sdr);
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88
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89 int status;
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90 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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91
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92 info_log(status ? "success\n" : "failed\n");
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93
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94 int info_len;
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95 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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96 if(info_len > 1) {
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97 char *buf = (char*)alloca(info_len);
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98 glGetShaderInfoLog(sdr, info_len, 0, buf);
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99 buf[info_len - 1] = 0;
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100
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101 if(status) {
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102 info_log("%s\n", buf);
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103 } else {
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104 error_log("%s\n", buf);
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105 }
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106 }
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107
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108 return status == GL_TRUE;
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109 }
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110
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111 void Shader::destroy()
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112 {
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113 if(sdr) {
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114 glDeleteShader(sdr);
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115 }
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116 sdr = type = 0;
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117
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118 src.clear();
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119 name.clear();
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120 }
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121
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122 static std::string read_source(const char *fname)
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123 {
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124 FILE *fp;
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125
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126 if(!(fp = fopen(datafile_path(fname).c_str(), "rb"))) {
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127 error_log("failed to load shader: %s: %s\n", fname, strerror(errno));
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128 return std::string();
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129 }
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130
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131 fseek(fp, 0, SEEK_END);
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132 long sz = ftell(fp);
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133 rewind(fp);
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134
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135 char *src = (char*)alloca(sz + 1);
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136 if(fread(src, 1, sz, fp) < (size_t)sz) {
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137 error_log("failed to load shader: %s: %s\n", fname, strerror(errno));
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138 fclose(fp);
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139 delete [] src;
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140 return std::string();
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141 }
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142 src[sz] = 0;
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143 fclose(fp);
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144
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145 return std::string(src);
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146 }
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147
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148 bool Shader::load(const char *fname, unsigned int type)
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149 {
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150 std::string src = read_source(fname);
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151 if(src.empty()) {
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152 return false;
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153 }
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154 set_name(fname);
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155 return create(src.c_str(), type);
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156 }
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157
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158 // ---- shader program ----
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159 ShaderProg::ShaderProg()
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160 {
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161 prog = 0;
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162 must_link = true;
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163 }
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164
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165 ShaderProg::~ShaderProg()
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166 {
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167 destroy();
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168 }
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169
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170 unsigned int ShaderProg::get_id() const
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171 {
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172 return prog;
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173 }
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174
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175 bool ShaderProg::create(const char *src, unsigned int type, ...)
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176 {
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177 va_list ap;
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178
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179 va_start(ap, type);
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180 bool res = create(src, type, ap);
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181 va_end(ap);
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182
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183 return res;
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184 }
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185
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186 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
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187 {
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188 destroy();
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189 prog = glCreateProgram();
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190
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191 while(src) {
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192 Shader *sdr = new Shader;
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193 if(!sdr->create(src, type)) {
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194 va_end(ap);
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195 return false;
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196 }
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197 add_shader(sdr);
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198 src = va_arg(ap, const char*);
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199 type = va_arg(ap, unsigned int);
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200 }
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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(const char *vsrc, const char *psrc)
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206 {
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207 return create(VSDR(vsrc), PSDR(psrc), 0);
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208 }
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209
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210 bool ShaderProg::create(Shader *sdr, ...)
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211 {
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212 va_list ap;
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213
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214 va_start(ap, sdr);
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215 bool res = create(sdr, ap);
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216 va_end(ap);
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217
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218 return res;
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219 }
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220
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221 bool ShaderProg::create(Shader *sdr, va_list ap)
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222 {
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223 destroy();
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224 prog = glCreateProgram();
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225
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226 while(sdr) {
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227 add_shader(sdr);
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228 sdr = va_arg(ap, Shader*);
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229 }
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230 return link();
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231 }
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232
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233 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
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234 {
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235 return create(vsdr, psdr, 0);
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236 }
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237
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238 void ShaderProg::destroy()
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239 {
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240 if(prog) {
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241 glDeleteProgram(prog);
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242 }
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243 prog = 0;
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244
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245 shaders.clear();
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246 // don't actually destroy the shaders, let the ShaderSet own them
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247 }
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248
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249 bool ShaderProg::load(const char *fname, unsigned int type, ...)
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250 {
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251 va_list ap;
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252 va_start(ap, type);
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253 bool res = load(fname, type, ap);
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254 va_end(ap);
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255
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256 return res;
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257 }
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258
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259 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
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260 {
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261 destroy();
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262 prog = glCreateProgram();
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263
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264 while(fname) {
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265 Shader *sdr = new Shader;
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266 if(!sdr->load(fname, type)) {
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267 delete sdr;
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268 return false;
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269 }
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270 add_shader(sdr);
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271
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272 if((fname = va_arg(ap, const char*))) {
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273 type = va_arg(ap, unsigned int);
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274 }
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275 }
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276
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277 return link();
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278 }
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279
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280 bool ShaderProg::load(const char *vfname, const char *pfname)
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281 {
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282 return load(VSDR(vfname), PSDR(pfname), 0);
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283 }
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284
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285 void ShaderProg::add_shader(Shader *sdr)
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286 {
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287 glAttachShader(prog, sdr->get_id());
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288 }
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289
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290 bool ShaderProg::link() const
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291 {
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292 bind_standard_attr(this);
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293
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294 CHECKGLERR;
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295 info_log("linking program ... ");
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296 glLinkProgram(prog);
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297
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298 int status;
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299 glGetProgramiv(prog, GL_LINK_STATUS, &status);
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300
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301 info_log(status ? "success\n" : "failed\n");
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302
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303 int info_len;
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304 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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305 if(info_len > 1) {
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306 char *buf = (char*)alloca(info_len);
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307 glGetProgramInfoLog(prog, info_len, 0, buf);
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308 buf[info_len - 1] = 0;
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309
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310 if(status) {
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311 info_log("%s\n", buf);
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312 } else {
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313 error_log("%s\n", buf);
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314 }
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315 }
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316
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317 if(status) {
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318 must_link = false;
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319 cache_state_uniforms();
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320 return true;
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321 }
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322 return false;
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323 }
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324
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325 void ShaderProg::bind() const
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326 {
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327 CHECKGLERR;
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328 if(must_link) {
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329 if(!link()) {
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330 return;
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331 }
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332 }
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333 CHECKGLERR;
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334 glUseProgram(prog);
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335 ShaderProg::current = (ShaderProg*)this;
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336
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337 setup_state_uniforms();
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338 }
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339
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340
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341 int ShaderProg::get_attrib_location(const char *name) const
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342 {
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343 glUseProgram(prog);
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344 return glGetAttribLocation(prog, name);
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345 }
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346
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347 void ShaderProg::set_attrib_location(const char *name, int loc) const
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348 {
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349 glBindAttribLocation(prog, loc, name);
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350 must_link = true;
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351 }
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352
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353 int ShaderProg::get_uniform_location(const char *name) const
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354 {
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355 glUseProgram(prog);
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356 return glGetUniformLocation(prog, name);
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357 }
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358
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359 bool ShaderProg::set_uniform(int loc, int val) const
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360 {
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361 glUseProgram(prog);
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362 if(loc >= 0) {
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363 glUniform1i(loc, val);
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364 return true;
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365 }
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366 return false;
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367 }
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368
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369 bool ShaderProg::set_uniform(int loc, float val) const
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370 {
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371 glUseProgram(prog);
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372 if(loc >= 0) {
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373 glUniform1f(loc, val);
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374 return true;
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375 }
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376 return false;
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377 }
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378
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379 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
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380 {
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381 glUseProgram(prog);
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nuclear@0
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382 if(loc >= 0) {
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383 glUniform2f(loc, v.x, v.y);
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nuclear@0
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384 return true;
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nuclear@0
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385 }
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nuclear@0
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386 return false;
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nuclear@0
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387 }
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388
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nuclear@0
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389 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
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390 {
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391 glUseProgram(prog);
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392 if(loc >= 0) {
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393 glUniform3f(loc, v.x, v.y, v.z);
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394 return true;
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nuclear@0
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395 }
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nuclear@0
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396 return false;
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nuclear@0
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397 }
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398
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nuclear@0
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399 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
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400 {
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nuclear@0
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401 glUseProgram(prog);
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nuclear@0
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402 if(loc >= 0) {
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403 glUniform4f(loc, v.x, v.y, v.z, v.w);
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404 return true;
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nuclear@0
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405 }
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nuclear@0
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406 return false;
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nuclear@0
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407 }
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nuclear@0
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408
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nuclear@0
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409 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
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nuclear@0
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410 {
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nuclear@0
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411 glUseProgram(prog);
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nuclear@0
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412 if(loc >= 0) {
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nuclear@0
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413 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
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nuclear@0
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414 return true;
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nuclear@0
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415 }
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nuclear@0
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416 return false;
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nuclear@0
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417 }
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418
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nuclear@0
|
419 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
|
nuclear@0
|
420 {
|
nuclear@0
|
421 glUseProgram(prog);
|
nuclear@0
|
422 if(loc >= 0) {
|
nuclear@0
|
423 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
|
nuclear@0
|
424 return true;
|
nuclear@0
|
425 }
|
nuclear@0
|
426 return false;
|
nuclear@0
|
427 }
|
nuclear@0
|
428
|
nuclear@0
|
429
|
nuclear@0
|
430 bool ShaderProg::set_uniform(const char *name, int val) const
|
nuclear@0
|
431 {
|
nuclear@0
|
432 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
433 }
|
nuclear@0
|
434
|
nuclear@0
|
435 bool ShaderProg::set_uniform(const char *name, float val) const
|
nuclear@0
|
436 {
|
nuclear@0
|
437 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
438 }
|
nuclear@0
|
439
|
nuclear@0
|
440 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
|
nuclear@0
|
441 {
|
nuclear@0
|
442 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
443 }
|
nuclear@0
|
444
|
nuclear@0
|
445 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
|
nuclear@0
|
446 {
|
nuclear@0
|
447 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
448 }
|
nuclear@0
|
449
|
nuclear@0
|
450 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
|
nuclear@0
|
451 {
|
nuclear@0
|
452 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
453 }
|
nuclear@0
|
454
|
nuclear@0
|
455 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
|
nuclear@0
|
456 {
|
nuclear@0
|
457 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
458 }
|
nuclear@0
|
459
|
nuclear@0
|
460 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
|
nuclear@0
|
461 {
|
nuclear@0
|
462 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
463 }
|
nuclear@0
|
464
|
nuclear@0
|
465 static StType unist_type(GLenum type)
|
nuclear@0
|
466 {
|
nuclear@0
|
467 switch(type) {
|
nuclear@0
|
468 case GL_FLOAT:
|
nuclear@0
|
469 return ST_FLOAT;
|
nuclear@0
|
470 case GL_FLOAT_VEC2:
|
nuclear@0
|
471 return ST_FLOAT2;
|
nuclear@0
|
472 case GL_FLOAT_VEC3:
|
nuclear@0
|
473 return ST_FLOAT3;
|
nuclear@0
|
474 case GL_FLOAT_VEC4:
|
nuclear@0
|
475 return ST_FLOAT4;
|
nuclear@0
|
476 case GL_INT:
|
nuclear@0
|
477 case GL_SAMPLER_2D:
|
nuclear@0
|
478 case GL_SAMPLER_CUBE:
|
nuclear@0
|
479 #if !GL_ES_VERSION_2_0
|
nuclear@0
|
480 case GL_SAMPLER_1D:
|
nuclear@0
|
481 case GL_SAMPLER_3D:
|
nuclear@0
|
482 case GL_SAMPLER_1D_SHADOW:
|
nuclear@0
|
483 case GL_SAMPLER_2D_SHADOW:
|
nuclear@0
|
484 #endif
|
nuclear@0
|
485 return ST_INT;
|
nuclear@0
|
486 case GL_INT_VEC2:
|
nuclear@0
|
487 return ST_INT2;
|
nuclear@0
|
488 case GL_INT_VEC3:
|
nuclear@0
|
489 return ST_INT3;
|
nuclear@0
|
490 case GL_INT_VEC4:
|
nuclear@0
|
491 return ST_INT4;
|
nuclear@0
|
492 case GL_FLOAT_MAT3:
|
nuclear@0
|
493 return ST_MATRIX3;
|
nuclear@0
|
494 case GL_FLOAT_MAT4:
|
nuclear@0
|
495 return ST_MATRIX4;
|
nuclear@0
|
496 default:
|
nuclear@0
|
497 break;
|
nuclear@0
|
498 }
|
nuclear@0
|
499 return ST_UNKNOWN;
|
nuclear@0
|
500 }
|
nuclear@0
|
501
|
nuclear@0
|
502 void ShaderProg::cache_state_uniforms() const
|
nuclear@0
|
503 {
|
nuclear@0
|
504 if(!glIsProgram(prog)) {
|
nuclear@0
|
505 return;
|
nuclear@0
|
506 }
|
nuclear@0
|
507
|
nuclear@0
|
508 int num_uni;
|
nuclear@0
|
509 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
|
nuclear@0
|
510
|
nuclear@0
|
511 char name[256];
|
nuclear@0
|
512 for(int i=0; i<num_uni; i++) {
|
nuclear@0
|
513 GLint sz;
|
nuclear@0
|
514 GLenum type;
|
nuclear@0
|
515 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
516
|
nuclear@0
|
517 if(strstr(name, "st_") == name) {
|
nuclear@0
|
518 StateLocCache s;
|
nuclear@0
|
519 s.sidx = add_unistate(name, unist_type(type));
|
nuclear@0
|
520 s.loc = glGetUniformLocation(prog, name);
|
nuclear@0
|
521 stloc_cache.push_back(s);
|
nuclear@0
|
522 }
|
nuclear@0
|
523 }
|
nuclear@0
|
524 }
|
nuclear@0
|
525
|
nuclear@0
|
526 void ShaderProg::setup_state_uniforms() const
|
nuclear@0
|
527 {
|
nuclear@0
|
528 for(size_t i=0; i<stloc_cache.size(); i++) {
|
nuclear@0
|
529 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
|
nuclear@0
|
530 CHECKGLERR;
|
nuclear@0
|
531 }
|
nuclear@0
|
532 }
|
nuclear@0
|
533
|
nuclear@24
|
534 // Static functions to use with ShaderSet
|
nuclear@24
|
535 Shader *Shader::create_shader()
|
nuclear@0
|
536 {
|
nuclear@24
|
537 return new Shader;
|
nuclear@0
|
538 }
|
nuclear@0
|
539
|
nuclear@24
|
540 bool Shader::load_shader(Shader *sdr, const char *fname)
|
nuclear@0
|
541 {
|
nuclear@24
|
542 std::string src = read_source(fname);
|
nuclear@24
|
543 if(src.empty()) {
|
nuclear@24
|
544 return false;
|
nuclear@24
|
545 }
|
nuclear@24
|
546
|
nuclear@24
|
547 sdr->src = src;
|
nuclear@24
|
548 return true;
|
nuclear@0
|
549 }
|
nuclear@0
|
550
|
nuclear@24
|
551 bool Shader::done_shader(Shader *sdr, unsigned int type)
|
nuclear@0
|
552 {
|
nuclear@24
|
553 return sdr->create(sdr->src.c_str(), type);
|
nuclear@24
|
554 }
|
nuclear@24
|
555
|
nuclear@24
|
556 static bool done_vertex_shader(Shader *sdr)
|
nuclear@24
|
557 {
|
nuclear@24
|
558 return Shader::done_shader(sdr, GL_VERTEX_SHADER);
|
nuclear@24
|
559 }
|
nuclear@24
|
560
|
nuclear@24
|
561 static bool done_pixel_shader(Shader *sdr)
|
nuclear@24
|
562 {
|
nuclear@24
|
563 return Shader::done_shader(sdr, GL_FRAGMENT_SHADER);
|
nuclear@0
|
564 }
|
nuclear@0
|
565
|
nuclear@0
|
566 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@24
|
567 static bool done_geom_shader(Shader *sdr)
|
nuclear@0
|
568 {
|
nuclear@24
|
569 return Shader::done_shader(sdr, GL_GEOMETRY_SHADER);
|
nuclear@0
|
570 }
|
nuclear@0
|
571 #endif
|
nuclear@0
|
572
|
nuclear@0
|
573 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@24
|
574 static bool done_tc_shader(Shader *sdr)
|
nuclear@0
|
575 {
|
nuclear@24
|
576 return Shader::done_shader(sdr, GL_TESS_CONTROL_SHADER);
|
nuclear@0
|
577 }
|
nuclear@0
|
578
|
nuclear@24
|
579 static bool done_te_shader(Shader *sdr)
|
nuclear@0
|
580 {
|
nuclear@24
|
581 return Shader::done_shader(sdr, GL_TESS_EVALUATION_SHADER);
|
nuclear@0
|
582 }
|
nuclear@0
|
583 #endif
|
nuclear@0
|
584
|
nuclear@24
|
585 void Shader::destroy_shader(Shader *sdr)
|
nuclear@0
|
586 {
|
nuclear@0
|
587 delete sdr;
|
nuclear@0
|
588 }
|
nuclear@0
|
589
|
nuclear@24
|
590 // ---- ShaderSet ----
|
nuclear@24
|
591
|
nuclear@0
|
592 ShaderSet::ShaderSet(unsigned int type)
|
nuclear@24
|
593 : DataSet<Shader*>(Shader::create_shader, Shader::load_shader, 0, Shader::destroy_shader)
|
nuclear@0
|
594 {
|
nuclear@0
|
595 switch(type) {
|
nuclear@0
|
596 case GL_VERTEX_SHADER:
|
nuclear@24
|
597 done = done_vertex_shader;
|
nuclear@0
|
598 break;
|
nuclear@0
|
599
|
nuclear@0
|
600 case GL_FRAGMENT_SHADER:
|
nuclear@24
|
601 done = done_pixel_shader;
|
nuclear@0
|
602 break;
|
nuclear@0
|
603
|
nuclear@0
|
604 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
605 case GL_GEOMETRY_SHADER:
|
nuclear@24
|
606 done = done_geom_shader;
|
nuclear@0
|
607 break;
|
nuclear@0
|
608 #endif
|
nuclear@0
|
609
|
nuclear@0
|
610 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
611 case GL_TESS_CONTROL_SHADER:
|
nuclear@24
|
612 done = done_tc_shader;
|
nuclear@0
|
613 break;
|
nuclear@0
|
614
|
nuclear@0
|
615 case GL_TESS_EVALUATION_SHADER:
|
nuclear@24
|
616 done = done_te_shader;
|
nuclear@0
|
617 break;
|
nuclear@0
|
618 #endif
|
nuclear@0
|
619
|
nuclear@0
|
620 default:
|
nuclear@0
|
621 error_log("ShaderSet constructed with invalid shader type!\n");
|
nuclear@0
|
622 }
|
nuclear@0
|
623 }
|
nuclear@0
|
624
|
nuclear@0
|
625 static struct { const char *name; int loc; } attr_loc[] = {
|
nuclear@0
|
626 {"attr_vertex", MESH_ATTR_VERTEX},
|
nuclear@0
|
627 {"attr_normal", MESH_ATTR_NORMAL},
|
nuclear@0
|
628 {"attr_tangent", MESH_ATTR_TANGENT},
|
nuclear@0
|
629 {"attr_texcoord", MESH_ATTR_TEXCOORD},
|
nuclear@0
|
630 {"attr_color", MESH_ATTR_COLOR},
|
nuclear@0
|
631 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
|
nuclear@0
|
632 {"attr_boneidx", MESH_ATTR_BONEIDX}
|
nuclear@0
|
633 };
|
nuclear@0
|
634
|
nuclear@0
|
635 static void bind_standard_attr(const ShaderProg *prog)
|
nuclear@0
|
636 {
|
nuclear@0
|
637 // we must link once to find out which are the active attributes
|
nuclear@0
|
638 glLinkProgram(prog->get_id());
|
nuclear@0
|
639
|
nuclear@0
|
640 int num_attr;
|
nuclear@0
|
641 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
|
nuclear@0
|
642
|
nuclear@0
|
643 char name[256];
|
nuclear@0
|
644 for(int i=0; i<num_attr; i++) {
|
nuclear@0
|
645 GLint sz;
|
nuclear@0
|
646 GLenum type;
|
nuclear@0
|
647 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
648
|
nuclear@8
|
649 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
|
nuclear@0
|
650 if(strcmp(name, attr_loc[j].name) == 0) {
|
nuclear@0
|
651 prog->set_attrib_location(name, attr_loc[j].loc);
|
nuclear@0
|
652 }
|
nuclear@0
|
653 }
|
nuclear@0
|
654 }
|
nuclear@0
|
655 }
|
nuclear@0
|
656
|
nuclear@0
|
657
|
nuclear@24
|
658 /*
|
nuclear@0
|
659 static const char *strtype(unsigned int type)
|
nuclear@0
|
660 {
|
nuclear@0
|
661 switch(type) {
|
nuclear@0
|
662 case GL_VERTEX_SHADER:
|
nuclear@0
|
663 return "vertex";
|
nuclear@0
|
664 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
665 return "fragment";
|
nuclear@0
|
666 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
667 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
668 return "geometry";
|
nuclear@0
|
669 #endif
|
nuclear@0
|
670 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
671 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
672 return "tesselation control";
|
nuclear@0
|
673 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
674 return "tesselation evaluation";
|
nuclear@0
|
675 #endif
|
nuclear@0
|
676 default:
|
nuclear@0
|
677 break;
|
nuclear@0
|
678 }
|
nuclear@0
|
679 return "<unknown>";
|
nuclear@0
|
680 }
|
nuclear@24
|
681 */
|