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1 #ifndef NO_SHADERS
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2
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3 #include <stdio.h>
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4 #include <stdlib.h>
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5 #include <string.h>
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6 #include <errno.h>
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7 #include <assert.h>
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8 #include <GL/glew.h>
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9
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10 #if defined(unix) || defined(__unix__)
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11 #include <unistd.h>
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12 #include <sys/stat.h>
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13 #endif /* unix */
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14
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15 #include "sdr.h"
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16
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17 unsigned int create_vertex_shader(const char *src)
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18 {
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19 return create_shader(src, GL_VERTEX_SHADER);
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20 }
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21
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22 unsigned int create_pixel_shader(const char *src)
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23 {
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24 return create_shader(src, GL_FRAGMENT_SHADER);
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25 }
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26
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27 unsigned int create_shader(const char *src, unsigned int sdr_type)
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28 {
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29 unsigned int sdr;
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30 int success, info_len;
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31 char *info_str = 0;
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32 GLenum err;
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33
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34 sdr = glCreateShader(sdr_type);
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35 assert(glGetError() == GL_NO_ERROR);
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36 glShaderSource(sdr, 1, &src, 0);
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37 err = glGetError();
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38 assert(err == GL_NO_ERROR);
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39 glCompileShader(sdr);
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40 assert(glGetError() == GL_NO_ERROR);
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41
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42 glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
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43 assert(glGetError() == GL_NO_ERROR);
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44 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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45 assert(glGetError() == GL_NO_ERROR);
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46
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47 if(info_len) {
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48 if((info_str = malloc(info_len + 1))) {
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49 glGetShaderInfoLog(sdr, info_len, 0, info_str);
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50 assert(glGetError() == GL_NO_ERROR);
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51 }
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52 }
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53
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54 if(success) {
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55 fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
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56 } else {
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57 fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
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58 glDeleteShader(sdr);
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59 sdr = 0;
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60 }
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61
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62 free(info_str);
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63 return sdr;
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64 }
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65
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66 void free_shader(unsigned int sdr)
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67 {
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68 glDeleteShader(sdr);
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69 }
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70
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71 unsigned int load_vertex_shader(const char *fname)
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72 {
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73 return load_shader(fname, GL_VERTEX_SHADER);
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74 }
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75
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76 unsigned int load_pixel_shader(const char *fname)
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77 {
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78 return load_shader(fname, GL_FRAGMENT_SHADER);
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79 }
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80
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81 unsigned int load_shader(const char *fname, unsigned int sdr_type)
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82 {
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83 #if defined(unix) || defined(__unix__)
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84 struct stat st;
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85 #endif
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86 unsigned int sdr;
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87 size_t filesize;
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88 FILE *fp;
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89 char *src;
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90
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91 if(!(fp = fopen(fname, "r"))) {
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92 fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
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93 return 0;
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94 }
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95
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96 #if defined(unix) || defined(__unix__)
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97 fstat(fileno(fp), &st);
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98 filesize = st.st_size;
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99 #else
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100 fseek(fp, 0, SEEK_END);
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101 filesize = ftell(fp);
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102 fseek(fp, 0, SEEK_SET);
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103 #endif /* unix */
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104
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105 if(!(src = malloc(filesize + 1))) {
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106 fclose(fp);
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107 return 0;
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108 }
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109 fread(src, 1, filesize, fp);
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110 src[filesize] = 0;
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111 fclose(fp);
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112
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113 fprintf(stderr, "compiling %s shader: %s... ", (sdr_type == GL_VERTEX_SHADER ? "vertex" : "pixel"), fname);
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114 sdr = create_shader(src, sdr_type);
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115
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116 free(src);
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117 return sdr;
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118 }
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119
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120
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121 unsigned int get_vertex_shader(const char *fname)
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122 {
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123 return get_shader(fname, GL_VERTEX_SHADER);
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124 }
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125
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126 unsigned int get_pixel_shader(const char *fname)
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127 {
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128 return get_shader(fname, GL_FRAGMENT_SHADER);
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129 }
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130
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131 unsigned int get_shader(const char *fname, unsigned int sdr_type)
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132 {
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133 unsigned int sdr;
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134
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135 if(!(sdr = load_shader(fname, sdr_type))) {
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136 return 0;
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137 }
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138 return sdr;
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139 }
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140
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141
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142 /* ---- gpu programs ---- */
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143
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144 unsigned int create_program(void)
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145 {
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146 unsigned int prog = glCreateProgram();
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147 assert(glGetError() == GL_NO_ERROR);
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148 return prog;
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149 }
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150
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151 unsigned int create_program_link(unsigned int vs, unsigned int ps)
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152 {
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153 unsigned int prog;
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154
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155 if(!(prog = create_program())) {
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156 return 0;
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157 }
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158
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159 if(vs) {
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160 attach_shader(prog, vs);
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161 assert(glGetError() == GL_NO_ERROR);
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162 }
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163 if(ps) {
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164 attach_shader(prog, ps);
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165 assert(glGetError() == GL_NO_ERROR);
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166 }
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167
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168 if(link_program(prog) == -1) {
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169 free_program(prog);
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170 return 0;
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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 unsigned int create_program_load(const char *vfile, const char *pfile)
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176 {
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177 unsigned int vs = 0, ps = 0;
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178
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179 if(vfile && !(vs = get_vertex_shader(vfile))) {
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180 return 0;
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181 }
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182 if(pfile && !(ps = get_pixel_shader(pfile))) {
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183 return 0;
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184 }
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185 return create_program_link(vs, ps);
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186 }
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187
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188 void free_program(unsigned int sdr)
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189 {
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190 glDeleteProgram(sdr);
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191 }
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192
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193 void attach_shader(unsigned int prog, unsigned int sdr)
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194 {
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195 glAttachShader(prog, sdr);
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196 assert(glGetError() == GL_NO_ERROR);
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197 }
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198
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199 int link_program(unsigned int prog)
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200 {
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201 int linked, info_len, retval = 0;
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202 char *info_str = 0;
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203
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204 glLinkProgram(prog);
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205 assert(glGetError() == GL_NO_ERROR);
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206 glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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207 assert(glGetError() == GL_NO_ERROR);
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208 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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209 assert(glGetError() == GL_NO_ERROR);
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210
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211 if(info_len) {
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212 if((info_str = malloc(info_len + 1))) {
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213 glGetProgramInfoLog(prog, info_len, 0, info_str);
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214 assert(glGetError() == GL_NO_ERROR);
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215 }
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216 }
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217
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218 if(linked) {
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219 fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
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220 } else {
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221 fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
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222 retval = -1;
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223 }
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224
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225 free(info_str);
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226 return retval;
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227 }
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228
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229 int bind_program(unsigned int prog)
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230 {
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231 GLenum err;
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232
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233 glUseProgram(prog);
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234 if(prog && (err = glGetError()) != GL_NO_ERROR) {
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235 /* maybe the program is not linked, try linking first */
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236 if(err == GL_INVALID_OPERATION) {
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237 if(link_program(prog) == -1) {
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238 return -1;
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239 }
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240 glUseProgram(prog);
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241 return glGetError() == GL_NO_ERROR ? 0 : -1;
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242 }
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243 return -1;
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244 }
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245 return 0;
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246 }
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247
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248 /* ugly but I'm not going to write the same bloody code over and over */
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249 #define BEGIN_UNIFORM_CODE \
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250 int loc, curr_prog; \
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251 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
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252 if(curr_prog != prog && bind_program(prog) == -1) { \
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253 return -1; \
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254 } \
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255 if((loc = glGetUniformLocation(prog, name)) != -1)
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256
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257 #define END_UNIFORM_CODE \
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258 if(curr_prog != prog) { \
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259 bind_program(curr_prog); \
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260 } \
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261 return loc == -1 ? -1 : 0
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262
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263 int set_uniform_int(unsigned int prog, const char *name, int val)
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264 {
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265 BEGIN_UNIFORM_CODE {
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266 glUniform1i(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_float(unsigned int prog, const char *name, float val)
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272 {
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273 BEGIN_UNIFORM_CODE {
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274 glUniform1f(loc, val);
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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_float3(unsigned int prog, const char *name, float x, float y, float z)
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280 {
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281 BEGIN_UNIFORM_CODE {
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282 glUniform3f(loc, x, y, z);
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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_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
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288 {
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289 BEGIN_UNIFORM_CODE {
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290 glUniform4f(loc, x, y, z, w);
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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(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_FALSE, 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 set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
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304 {
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305 BEGIN_UNIFORM_CODE {
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306 glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
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307 }
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308 END_UNIFORM_CODE;
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309 }
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310
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311 int get_attrib_loc(unsigned int prog, const char *name)
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312 {
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313 int loc, curr_prog;
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314
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315 glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
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316 if(curr_prog != prog && bind_program(prog) == -1) {
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317 return -1;
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318 }
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319
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320 loc = glGetAttribLocation(prog, (char*)name);
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321
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322 if(curr_prog != prog) {
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323 bind_program(curr_prog);
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324 }
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325 return loc;
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326 }
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327
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328 void set_attrib_float3(int attr_loc, float x, float y, float z)
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329 {
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330 glVertexAttrib3f(attr_loc, x, y, z);
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331 }
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332
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333 #endif /* !NO_SHADERS */
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