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1 #include <stdio.h>
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2 #include <string.h>
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3 #include <stdarg.h>
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4 #include <errno.h>
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5 #include "opengl.h"
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6 #include "shader.h"
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7 #include "logger.h"
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8 #include "unistate.h"
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9 #include "mesh.h"
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10
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11 #ifdef _MSC_VER
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12 #include <malloc.h>
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13 #else
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14 #include <alloca.h>
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15 #endif
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16
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17 #ifdef __GLEW_H__
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18 #define HAVE_GEOMETRY_SHADER
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19 #define HAVE_TESSELATION_SHADER
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20 #endif
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21
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22 static void bind_standard_attr(const ShaderProg *prog);
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23 static const char *strtype(unsigned int type);
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24
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25 ShaderProg *ShaderProg::current;
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26
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27 void 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 *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
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45 Shader::Shader()
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46 {
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47 sdr = type = 0;
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48 name = 0;
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49 }
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50
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51 Shader::~Shader()
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52 {
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53 destroy();
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54 }
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55
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56 unsigned int Shader::get_id() const
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57 {
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58 return sdr;
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59 }
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60
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61 void Shader::set_name(const char *name)
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62 {
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63 delete [] this->name;
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64 this->name = new char[strlen(name) + 1];
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65 strcpy(this->name, name);
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66 }
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67
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68 const char *Shader::get_name() const
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69 {
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70 return name;
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71 }
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72
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73 bool Shader::create(const char *src, unsigned int type)
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74 {
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75 #if !GL_ES_VERSION_2_0
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76 const char *src_arr[] = {src};
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77 #else
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78 const char *src_arr[] = { "precision mediump float; ", src };
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79 #endif
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80
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81 if(!sdr) {
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82 sdr = glCreateShader(type);
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83 }
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84
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85 info_log("compiling shader: %s... ", name ? name : "");
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86
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87 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
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88 glCompileShader(sdr);
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89
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90 int status;
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91 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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92
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93 info_log(status ? "success\n" : "failed\n");
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94
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95 int info_len;
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96 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
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97 if(info_len > 1) {
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98 char *buf = (char*)alloca(info_len);
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99 glGetShaderInfoLog(sdr, info_len, 0, buf);
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100 buf[info_len - 1] = 0;
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101
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102 if(status) {
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103 info_log("%s\n", buf);
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104 } else {
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105 error_log("%s\n", buf);
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106 }
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107 }
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108
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109 return status == GL_TRUE;
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110 }
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111
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112 void Shader::destroy()
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113 {
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114 if(sdr) {
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115 glDeleteShader(sdr);
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116 }
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117 sdr = type = 0;
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118
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119 delete [] name;
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120 name = 0;
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121 }
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122
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123 bool Shader::load(const char *fname, unsigned int type)
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124 {
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125 FILE *fp;
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126
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127 if(!(fp = fopen(fname, "rb"))) {
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128 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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129 return false;
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130 }
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131
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132 fseek(fp, 0, SEEK_END);
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133 long sz = ftell(fp);
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134 rewind(fp);
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135
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136 char *src = (char*)alloca(sz + 1);
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137 if(fread(src, 1, sz, fp) < (size_t)sz) {
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138 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
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139 fclose(fp);
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140 return false;
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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 set_name(fname);
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146 return create(src, type);
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147 }
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148
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149 // ---- shader program ----
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150 ShaderProg::ShaderProg()
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151 {
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152 prog = 0;
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153 must_link = true;
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154 }
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155
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156 ShaderProg::~ShaderProg()
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157 {
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158 destroy();
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159 }
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160
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161 unsigned int ShaderProg::get_id() const
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162 {
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163 return prog;
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164 }
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165
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166 bool ShaderProg::create(const char *src, unsigned int type, ...)
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167 {
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168 va_list ap;
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169
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170 va_start(ap, type);
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171 bool res = create(src, type, ap);
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172 va_end(ap);
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173
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174 return res;
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175 }
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176
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177 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
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178 {
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179 destroy();
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180 prog = glCreateProgram();
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181
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182 while(src) {
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183 Shader *sdr = new Shader;
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184 if(!sdr->create(src, type)) {
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185 va_end(ap);
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186 return false;
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187 }
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188 add_shader(sdr);
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189 src = va_arg(ap, const char*);
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190 type = va_arg(ap, unsigned int);
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191 }
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192 return link();
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193 }
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194
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195 bool ShaderProg::create(const char *vsrc, const char *psrc)
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196 {
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197 return create(VSDR(vsrc), PSDR(psrc), 0);
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198 }
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199
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200 bool ShaderProg::create(Shader *sdr, ...)
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201 {
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202 va_list ap;
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203
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204 va_start(ap, sdr);
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205 bool res = create(sdr, ap);
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206 va_end(ap);
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207
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208 return res;
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209 }
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210
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211 bool ShaderProg::create(Shader *sdr, va_list ap)
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212 {
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213 destroy();
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214 prog = glCreateProgram();
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215
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216 while(sdr) {
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217 add_shader(sdr);
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218 sdr = va_arg(ap, Shader*);
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219 }
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220 return link();
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221 }
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222
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223 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
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224 {
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225 return create(vsdr, psdr, 0);
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226 }
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227
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228 void ShaderProg::destroy()
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229 {
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230 if(prog) {
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231 glDeleteProgram(prog);
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232 }
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233 prog = 0;
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234
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235 shaders.clear();
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236 // don't actually destroy the shaders, let the ShaderSet own them
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237 }
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238
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239 bool ShaderProg::load(const char *fname, unsigned int type, ...)
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240 {
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241 va_list ap;
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242 va_start(ap, type);
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243 bool res = load(fname, type, ap);
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244 va_end(ap);
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245
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246 return res;
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247 }
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248
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249 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
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250 {
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251 destroy();
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252 prog = glCreateProgram();
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253
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254 while(fname) {
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255 Shader *sdr = new Shader;
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256 if(!sdr->load(fname, type)) {
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257 delete sdr;
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258 return false;
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259 }
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260 add_shader(sdr);
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261
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262 if((fname = va_arg(ap, const char*))) {
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263 type = va_arg(ap, unsigned int);
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264 }
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265 }
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266
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267 return link();
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268 }
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269
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270 bool ShaderProg::load(const char *vfname, const char *pfname)
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271 {
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272 return load(VSDR(vfname), PSDR(pfname), 0);
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273 }
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274
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275 void ShaderProg::add_shader(Shader *sdr)
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276 {
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277 glAttachShader(prog, sdr->get_id());
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278 }
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279
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280 bool ShaderProg::link() const
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281 {
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282 bind_standard_attr(this);
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283
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284 CHECKGLERR;
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285 info_log("linking program ... ");
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286 glLinkProgram(prog);
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287
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288 int status;
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289 glGetProgramiv(prog, GL_LINK_STATUS, &status);
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290
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291 info_log(status ? "success\n" : "failed\n");
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292
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293 int info_len;
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294 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
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295 if(info_len > 1) {
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296 char *buf = (char*)alloca(info_len);
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297 glGetProgramInfoLog(prog, info_len, 0, buf);
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298 buf[info_len - 1] = 0;
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299
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300 if(status) {
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301 info_log("%s\n", buf);
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302 } else {
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303 error_log("%s\n", buf);
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304 }
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305 }
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306
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307 if(status) {
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308 must_link = false;
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309 cache_state_uniforms();
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310
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311 return true;
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312 }
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313 return false;
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314 }
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315
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316 void ShaderProg::bind() const
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317 {
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318 CHECKGLERR;
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319 if(must_link) {
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320 if(!link()) {
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321 return;
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322 }
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323 }
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324 CHECKGLERR;
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325 glUseProgram(prog);
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326 ShaderProg::current = (ShaderProg*)this;
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327
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328 setup_state_uniforms();
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329 }
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330
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331
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332 int ShaderProg::get_attrib_location(const char *name) const
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333 {
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334 glUseProgram(prog);
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335 return glGetAttribLocation(prog, name);
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336 }
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337
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338 void ShaderProg::set_attrib_location(const char *name, int loc) const
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339 {
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340 glBindAttribLocation(prog, loc, name);
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341 must_link = true;
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342 }
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343
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344 int ShaderProg::get_uniform_location(const char *name) const
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345 {
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346 glUseProgram(prog);
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347 return glGetUniformLocation(prog, name);
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348 }
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349
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350 bool ShaderProg::set_uniform(int loc, int val) const
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351 {
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352 glUseProgram(prog);
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353 if(loc >= 0) {
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354 glUniform1i(loc, val);
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355 return true;
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356 }
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357 return false;
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358 }
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359
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360 bool ShaderProg::set_uniform(int loc, float val) const
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361 {
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362 glUseProgram(prog);
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363 if(loc >= 0) {
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364 glUniform1f(loc, val);
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365 return true;
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366 }
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367 return false;
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368 }
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369
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370 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
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371 {
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372 glUseProgram(prog);
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373 if(loc >= 0) {
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374 glUniform2f(loc, v.x, v.y);
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375 return true;
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376 }
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377 return false;
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378 }
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379
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380 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
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381 {
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382 glUseProgram(prog);
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383 if(loc >= 0) {
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384 glUniform3f(loc, v.x, v.y, v.z);
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385 return true;
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386 }
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387 return false;
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388 }
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389
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390 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
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391 {
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392 glUseProgram(prog);
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393 if(loc >= 0) {
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394 glUniform4f(loc, v.x, v.y, v.z, v.w);
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395 return true;
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396 }
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397 return false;
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398 }
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399
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400 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
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401 {
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402 glUseProgram(prog);
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403 if(loc >= 0) {
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404 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
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405 return true;
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406 }
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407 return false;
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408 }
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409
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410 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
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411 {
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412 glUseProgram(prog);
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413 if(loc >= 0) {
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414 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
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415 return true;
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416 }
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417 return false;
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nuclear@0
|
418 }
|
nuclear@0
|
419
|
nuclear@0
|
420
|
nuclear@0
|
421 bool ShaderProg::set_uniform(const char *name, int val) const
|
nuclear@0
|
422 {
|
nuclear@0
|
423 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
424 }
|
nuclear@0
|
425
|
nuclear@0
|
426 bool ShaderProg::set_uniform(const char *name, float val) const
|
nuclear@0
|
427 {
|
nuclear@0
|
428 return set_uniform(get_uniform_location(name), val);
|
nuclear@0
|
429 }
|
nuclear@0
|
430
|
nuclear@0
|
431 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
|
nuclear@0
|
432 {
|
nuclear@0
|
433 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
434 }
|
nuclear@0
|
435
|
nuclear@0
|
436 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
|
nuclear@0
|
437 {
|
nuclear@0
|
438 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
439 }
|
nuclear@0
|
440
|
nuclear@0
|
441 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
|
nuclear@0
|
442 {
|
nuclear@0
|
443 return set_uniform(get_uniform_location(name), v);
|
nuclear@0
|
444 }
|
nuclear@0
|
445
|
nuclear@0
|
446 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
|
nuclear@0
|
447 {
|
nuclear@0
|
448 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
449 }
|
nuclear@0
|
450
|
nuclear@0
|
451 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
|
nuclear@0
|
452 {
|
nuclear@0
|
453 return set_uniform(get_uniform_location(name), m);
|
nuclear@0
|
454 }
|
nuclear@0
|
455
|
nuclear@0
|
456 static StType unist_type(GLenum type)
|
nuclear@0
|
457 {
|
nuclear@0
|
458 switch(type) {
|
nuclear@0
|
459 case GL_FLOAT:
|
nuclear@0
|
460 return ST_FLOAT;
|
nuclear@0
|
461 case GL_FLOAT_VEC2:
|
nuclear@0
|
462 return ST_FLOAT2;
|
nuclear@0
|
463 case GL_FLOAT_VEC3:
|
nuclear@0
|
464 return ST_FLOAT3;
|
nuclear@0
|
465 case GL_FLOAT_VEC4:
|
nuclear@0
|
466 return ST_FLOAT4;
|
nuclear@0
|
467 case GL_INT:
|
nuclear@0
|
468 case GL_SAMPLER_2D:
|
nuclear@0
|
469 case GL_SAMPLER_CUBE:
|
nuclear@0
|
470 #if !GL_ES_VERSION_2_0
|
nuclear@0
|
471 case GL_SAMPLER_1D:
|
nuclear@0
|
472 case GL_SAMPLER_3D:
|
nuclear@0
|
473 case GL_SAMPLER_1D_SHADOW:
|
nuclear@0
|
474 case GL_SAMPLER_2D_SHADOW:
|
nuclear@0
|
475 #endif
|
nuclear@0
|
476 return ST_INT;
|
nuclear@0
|
477 case GL_INT_VEC2:
|
nuclear@0
|
478 return ST_INT2;
|
nuclear@0
|
479 case GL_INT_VEC3:
|
nuclear@0
|
480 return ST_INT3;
|
nuclear@0
|
481 case GL_INT_VEC4:
|
nuclear@0
|
482 return ST_INT4;
|
nuclear@0
|
483 case GL_FLOAT_MAT3:
|
nuclear@0
|
484 return ST_MATRIX3;
|
nuclear@0
|
485 case GL_FLOAT_MAT4:
|
nuclear@0
|
486 return ST_MATRIX4;
|
nuclear@0
|
487 default:
|
nuclear@0
|
488 break;
|
nuclear@0
|
489 }
|
nuclear@0
|
490 return ST_UNKNOWN;
|
nuclear@0
|
491 }
|
nuclear@0
|
492
|
nuclear@0
|
493 void ShaderProg::cache_state_uniforms() const
|
nuclear@0
|
494 {
|
nuclear@0
|
495 if(!glIsProgram(prog)) {
|
nuclear@0
|
496 return;
|
nuclear@0
|
497 }
|
nuclear@0
|
498
|
nuclear@0
|
499 int num_uni;
|
nuclear@0
|
500 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
|
nuclear@0
|
501
|
nuclear@0
|
502 char name[256];
|
nuclear@0
|
503 for(int i=0; i<num_uni; i++) {
|
nuclear@0
|
504 GLint sz;
|
nuclear@0
|
505 GLenum type;
|
nuclear@0
|
506 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
507
|
nuclear@0
|
508 if(strstr(name, "st_") == name) {
|
nuclear@0
|
509 StateLocCache s;
|
nuclear@0
|
510 s.sidx = add_unistate(name, unist_type(type));
|
nuclear@0
|
511 s.loc = glGetUniformLocation(prog, name);
|
nuclear@0
|
512 stloc_cache.push_back(s);
|
nuclear@0
|
513 }
|
nuclear@0
|
514 }
|
nuclear@0
|
515 }
|
nuclear@0
|
516
|
nuclear@0
|
517 void ShaderProg::setup_state_uniforms() const
|
nuclear@0
|
518 {
|
nuclear@0
|
519 for(size_t i=0; i<stloc_cache.size(); i++) {
|
nuclear@0
|
520 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
|
nuclear@0
|
521 CHECKGLERR;
|
nuclear@0
|
522 }
|
nuclear@0
|
523 }
|
nuclear@0
|
524
|
nuclear@0
|
525 // ---- ShaderSet ----
|
nuclear@0
|
526 static Shader *load_shader(const char *fname, unsigned int type)
|
nuclear@0
|
527 {
|
nuclear@0
|
528 Shader *sdr = new Shader;
|
nuclear@0
|
529 if(!sdr->load(fname, type)) {
|
nuclear@0
|
530 delete sdr;
|
nuclear@0
|
531 return 0;
|
nuclear@0
|
532 }
|
nuclear@0
|
533 return sdr;
|
nuclear@0
|
534 }
|
nuclear@0
|
535
|
nuclear@0
|
536 static Shader *load_vertex_shader(const char *fname)
|
nuclear@0
|
537 {
|
nuclear@0
|
538 return load_shader(fname, GL_VERTEX_SHADER);
|
nuclear@0
|
539 }
|
nuclear@0
|
540
|
nuclear@0
|
541 static Shader *load_pixel_shader(const char *fname)
|
nuclear@0
|
542 {
|
nuclear@0
|
543 return load_shader(fname, GL_FRAGMENT_SHADER);
|
nuclear@0
|
544 }
|
nuclear@0
|
545
|
nuclear@0
|
546 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
547 static Shader *load_geom_shader(const char *fname)
|
nuclear@0
|
548 {
|
nuclear@0
|
549 return load_shader(fname, GL_GEOMETRY_SHADER);
|
nuclear@0
|
550 }
|
nuclear@0
|
551 #endif
|
nuclear@0
|
552
|
nuclear@0
|
553 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
554 static Shader *load_tc_shader(const char *fname)
|
nuclear@0
|
555 {
|
nuclear@0
|
556 return load_shader(fname, GL_TESS_CONTROL_SHADER);
|
nuclear@0
|
557 }
|
nuclear@0
|
558
|
nuclear@0
|
559 static Shader *load_te_shader(const char *fname)
|
nuclear@0
|
560 {
|
nuclear@0
|
561 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
|
nuclear@0
|
562 }
|
nuclear@0
|
563 #endif
|
nuclear@0
|
564
|
nuclear@0
|
565 static void destroy_shader(Shader *sdr)
|
nuclear@0
|
566 {
|
nuclear@0
|
567 delete sdr;
|
nuclear@0
|
568 }
|
nuclear@0
|
569
|
nuclear@0
|
570 ShaderSet::ShaderSet(unsigned int type)
|
nuclear@0
|
571 : DataSet<Shader*>(0, destroy_shader)
|
nuclear@0
|
572 {
|
nuclear@0
|
573 this->type = type;
|
nuclear@0
|
574
|
nuclear@0
|
575 switch(type) {
|
nuclear@0
|
576 case GL_VERTEX_SHADER:
|
nuclear@0
|
577 load = load_vertex_shader;
|
nuclear@0
|
578 break;
|
nuclear@0
|
579
|
nuclear@0
|
580 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
581 load = load_pixel_shader;
|
nuclear@0
|
582 break;
|
nuclear@0
|
583
|
nuclear@0
|
584 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
585 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
586 load = load_geom_shader;
|
nuclear@0
|
587 break;
|
nuclear@0
|
588 #endif
|
nuclear@0
|
589
|
nuclear@0
|
590 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
591 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
592 load = load_tc_shader;
|
nuclear@0
|
593 break;
|
nuclear@0
|
594
|
nuclear@0
|
595 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
596 load = load_te_shader;
|
nuclear@0
|
597 break;
|
nuclear@0
|
598 #endif
|
nuclear@0
|
599
|
nuclear@0
|
600 default:
|
nuclear@0
|
601 error_log("ShaderSet constructed with invalid shader type!\n");
|
nuclear@0
|
602 }
|
nuclear@0
|
603 }
|
nuclear@0
|
604
|
nuclear@0
|
605 static struct { const char *name; int loc; } attr_loc[] = {
|
nuclear@0
|
606 {"attr_vertex", MESH_ATTR_VERTEX},
|
nuclear@0
|
607 {"attr_normal", MESH_ATTR_NORMAL},
|
nuclear@0
|
608 {"attr_tangent", MESH_ATTR_TANGENT},
|
nuclear@0
|
609 {"attr_texcoord", MESH_ATTR_TEXCOORD},
|
nuclear@0
|
610 {"attr_color", MESH_ATTR_COLOR},
|
nuclear@0
|
611 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
|
nuclear@0
|
612 {"attr_boneidx", MESH_ATTR_BONEIDX}
|
nuclear@0
|
613 };
|
nuclear@0
|
614
|
nuclear@0
|
615 static void bind_standard_attr(const ShaderProg *prog)
|
nuclear@0
|
616 {
|
nuclear@0
|
617 // we must link once to find out which are the active attributes
|
nuclear@0
|
618 glLinkProgram(prog->get_id());
|
nuclear@0
|
619
|
nuclear@0
|
620 int num_attr;
|
nuclear@0
|
621 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
|
nuclear@0
|
622
|
nuclear@0
|
623 char name[256];
|
nuclear@0
|
624 for(int i=0; i<num_attr; i++) {
|
nuclear@0
|
625 GLint sz;
|
nuclear@0
|
626 GLenum type;
|
nuclear@0
|
627 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
|
nuclear@0
|
628
|
nuclear@0
|
629 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
|
nuclear@0
|
630 if(strcmp(name, attr_loc[j].name) == 0) {
|
nuclear@0
|
631 prog->set_attrib_location(name, attr_loc[j].loc);
|
nuclear@0
|
632 }
|
nuclear@0
|
633 }
|
nuclear@0
|
634 }
|
nuclear@0
|
635 }
|
nuclear@0
|
636
|
nuclear@0
|
637
|
nuclear@0
|
638 static const char *strtype(unsigned int type)
|
nuclear@0
|
639 {
|
nuclear@0
|
640 switch(type) {
|
nuclear@0
|
641 case GL_VERTEX_SHADER:
|
nuclear@0
|
642 return "vertex";
|
nuclear@0
|
643 case GL_FRAGMENT_SHADER:
|
nuclear@0
|
644 return "fragment";
|
nuclear@0
|
645 #ifdef HAVE_GEOMETRY_SHADER
|
nuclear@0
|
646 case GL_GEOMETRY_SHADER:
|
nuclear@0
|
647 return "geometry";
|
nuclear@0
|
648 #endif
|
nuclear@0
|
649 #ifdef HAVE_TESSELATION_SHADER
|
nuclear@0
|
650 case GL_TESS_CONTROL_SHADER:
|
nuclear@0
|
651 return "tesselation control";
|
nuclear@0
|
652 case GL_TESS_EVALUATION_SHADER:
|
nuclear@0
|
653 return "tesselation evaluation";
|
nuclear@0
|
654 #endif
|
nuclear@0
|
655 default:
|
nuclear@0
|
656 break;
|
nuclear@0
|
657 }
|
nuclear@0
|
658 return "<unknown>";
|
nuclear@0
|
659 }
|