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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <string.h>
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4 #include <errno.h>
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5 #include <assert.h>
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6 #include "opengl.h"
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7
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8 #if defined(unix) || defined(__unix__)
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9 #include <unistd.h>
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10 #include <sys/stat.h>
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11 #endif /* unix */
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12
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13 #include "sdr.h"
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14
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15
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16 unsigned int create_vertex_shader(const char *src)
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17 {
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18 return create_shader(src, GL_VERTEX_SHADER);
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19 }
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20
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21 unsigned int create_pixel_shader(const char *src)
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22 {
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23 return create_shader(src, GL_FRAGMENT_SHADER);
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24 }
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25
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26 unsigned int create_shader(const char *src, unsigned int sdr_type)
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27 {
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28 unsigned int sdr;
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29 int success, info_len;
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30 char *info_str = 0;
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31 GLenum err;
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32
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33 sdr = glCreateShader(sdr_type);
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34 assert(glGetError() == GL_NO_ERROR);
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35 glShaderSource(sdr, 1, &src, 0);
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36 err = glGetError();
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37 assert(err == GL_NO_ERROR);
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38 glCompileShader(sdr);
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39 assert(glGetError() == GL_NO_ERROR);
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40
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41 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
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42 assert(glGetError() == GL_NO_ERROR);
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43 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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44 assert(glGetError() == GL_NO_ERROR);
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45
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46 if(info_len) {
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47 if((info_str = malloc(info_len + 1))) {
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48 glGetShaderInfoLog(sdr, info_len, 0, info_str);
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49 assert(glGetError() == GL_NO_ERROR);
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50 }
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51 }
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52
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53 if(success) {
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54 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
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55 } else {
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56 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
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57 glDeleteShader(sdr);
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58 sdr = 0;
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59 }
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60
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61 free(info_str);
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62 return sdr;
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63 }
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64
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65 void free_shader(unsigned int sdr)
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66 {
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67 glDeleteShader(sdr);
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68 }
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69
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70 unsigned int load_vertex_shader(const char *fname)
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71 {
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72 return load_shader(fname, GL_VERTEX_SHADER);
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73 }
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74
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75 unsigned int load_pixel_shader(const char *fname)
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76 {
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77 return load_shader(fname, GL_FRAGMENT_SHADER);
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78 }
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79
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80 unsigned int load_shader(const char *fname, unsigned int sdr_type)
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81 {
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82 #if defined(unix) || defined(__unix__)
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83 struct stat st;
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84 #endif
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85 unsigned int sdr;
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86 size_t filesize;
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87 FILE *fp;
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88 char *src;
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89
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90 if(!(fp = fopen(fname, "r"))) {
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91 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
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92 return 0;
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93 }
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94
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95 #if defined(unix) || defined(__unix__)
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96 fstat(fileno(fp), &st);
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97 filesize = st.st_size;
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98 #else
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99 fseek(fp, 0, SEEK_END);
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100 filesize = ftell(fp);
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101 fseek(fp, 0, SEEK_SET);
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102 #endif /* unix */
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103
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104 if(!(src = malloc(filesize + 1))) {
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105 fclose(fp);
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106 return 0;
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107 }
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108 fread(src, 1, filesize, fp);
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109 src[filesize] = 0;
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110 fclose(fp);
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111
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112 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
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113 sdr = create_shader(src, sdr_type);
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114
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115 free(src);
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116 return sdr;
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117 }
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118
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119
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120 unsigned int get_vertex_shader(const char *fname)
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121 {
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122 return get_shader(fname, GL_VERTEX_SHADER);
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123 }
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124
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125 unsigned int get_pixel_shader(const char *fname)
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126 {
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127 return get_shader(fname, GL_FRAGMENT_SHADER);
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128 }
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129
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130 unsigned int get_shader(const char *fname, unsigned int sdr_type)
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131 {
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132 unsigned int sdr;
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133
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134 if(!fname || !(sdr = load_shader(fname, sdr_type))) {
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135 return 0;
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136 }
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137 return sdr;
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138 }
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139
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140
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141 /* ---- gpu programs ---- */
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142
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143 unsigned int create_program(void)
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144 {
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145 unsigned int prog = glCreateProgram();
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146 assert(glGetError() == GL_NO_ERROR);
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147 return prog;
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148 }
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149
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150 unsigned int create_program_link(unsigned int vs, unsigned int ps)
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151 {
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152 unsigned int prog;
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153
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154 if(!(prog = create_program())) {
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155 return 0;
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156 }
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157
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158 attach_shader(prog, vs);
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159 assert(glGetError() == GL_NO_ERROR);
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160 attach_shader(prog, ps);
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161 assert(glGetError() == GL_NO_ERROR);
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162
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163 if(link_program(prog) == -1) {
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164 free_program(prog);
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165 return 0;
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166 }
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167 return prog;
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168 }
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169
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170 unsigned int create_program_load(const char *vfile, const char *pfile)
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171 {
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172 unsigned int vs, ps;
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173
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174 if(!(vs = get_vertex_shader(vfile)) || !(ps = get_pixel_shader(pfile))) {
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175 return 0;
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176 }
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177 return create_program_link(vs, ps);
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178 }
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179
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180 void free_program(unsigned int sdr)
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181 {
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182 glDeleteProgram(sdr);
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183 }
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184
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185 void attach_shader(unsigned int prog, unsigned int sdr)
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186 {
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187 glAttachShader(prog, sdr);
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188 assert(glGetError() == GL_NO_ERROR);
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189 }
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190
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191 int link_program(unsigned int prog)
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192 {
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193 int linked, info_len, retval = 0;
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194 char *info_str = 0;
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195
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196 glLinkProgram(prog);
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197 assert(glGetError() == GL_NO_ERROR);
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198 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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199 assert(glGetError() == GL_NO_ERROR);
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200 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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201 assert(glGetError() == GL_NO_ERROR);
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202
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203 if(info_len) {
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204 if((info_str = malloc(info_len + 1))) {
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205 glGetProgramInfoLog(prog, info_len, 0, info_str);
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206 assert(glGetError() == GL_NO_ERROR);
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207 }
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208 }
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209
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210 if(linked) {
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211 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
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212 } else {
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213 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
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214 retval = -1;
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215 }
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216
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217 free(info_str);
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218 return retval;
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219 }
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220
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221 int bind_program(unsigned int prog)
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222 {
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223 GLenum err;
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224
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225 glUseProgram(prog);
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226 if(prog && (err = glGetError()) != GL_NO_ERROR) {
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227 /* maybe the program is not linked, try linking first */
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228 if(err == GL_INVALID_OPERATION) {
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229 if(link_program(prog) == -1) {
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230 return -1;
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231 }
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232 glUseProgram(prog);
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233 return glGetError() == GL_NO_ERROR ? 0 : -1;
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234 }
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235 return -1;
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236 }
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237 return 0;
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238 }
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239
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240 /* ugly but I'm not going to write the same bloody code over and over */
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241 #define BEGIN_UNIFORM_CODE \
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242 int loc, curr_prog; \
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243 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
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244 if(curr_prog != prog && bind_program(prog) == -1) { \
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245 return -1; \
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246 } \
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247 if((loc = glGetUniformLocation(prog, name)) != -1)
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248
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249 #define END_UNIFORM_CODE \
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250 if(curr_prog != prog) { \
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251 bind_program(curr_prog); \
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252 } \
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253 return loc == -1 ? -1 : 0
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254
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255 int set_uniform_int(unsigned int prog, const char *name, int val)
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256 {
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257 BEGIN_UNIFORM_CODE {
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258 glUniform1i(loc, val);
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259 }
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260 END_UNIFORM_CODE;
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261 }
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262
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263 int set_uniform_float(unsigned int prog, const char *name, float val)
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264 {
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265 BEGIN_UNIFORM_CODE {
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266 glUniform1f(loc, val);
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267 }
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268 END_UNIFORM_CODE;
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269 }
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270
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271 int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
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272 {
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273 BEGIN_UNIFORM_CODE {
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274 glUniform3f(loc, x, y, z);
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275 }
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276 END_UNIFORM_CODE;
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277 }
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278
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279 int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
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280 {
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281 BEGIN_UNIFORM_CODE {
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282 glUniform4f(loc, x, y, z, w);
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283 }
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284 END_UNIFORM_CODE;
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285 }
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286
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287 int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
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288 {
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289 BEGIN_UNIFORM_CODE {
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290 glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
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291 }
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292 END_UNIFORM_CODE;
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293 }
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294
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295 int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
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296 {
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297 BEGIN_UNIFORM_CODE {
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298 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
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299 }
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300 END_UNIFORM_CODE;
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301 }
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302
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303 int get_attrib_loc(unsigned int prog, const char *name)
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304 {
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305 int loc, curr_prog;
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306
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307 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
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308 if(curr_prog != prog && bind_program(prog) == -1) {
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309 return -1;
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310 }
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311
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312 loc = glGetAttribLocation(prog, (char*)name);
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313
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314 if(curr_prog != prog) {
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315 bind_program(curr_prog);
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316 }
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317 return loc;
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318 }
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319
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320 void set_attrib_float3(int attr_loc, float x, float y, float z)
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321 {
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322 glVertexAttrib3f(attr_loc, x, y, z);
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323 }
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