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Fixes & enhancements to shader interface code
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5 changed files with 221 additions and 56 deletions
193
BBGE/Shader.cpp
193
BBGE/Shader.cpp
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@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Shader.h"
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#include "algorithmx.h"
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#ifdef BBGE_BUILD_SHADERS
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// GL_ARB_shader_objects
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@ -34,9 +35,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
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PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
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PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
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PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
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PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
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PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
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PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
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PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
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PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
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PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
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PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
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PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
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#endif
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bool Shader::_wasInited = false;
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@ -84,16 +92,23 @@ void Shader::staticInit()
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glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB");
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glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
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glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)SDL_GL_GetProcAddress("glGetActiveUniformARB");
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glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)SDL_GL_GetProcAddress("glUniform1fvARB");
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glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)SDL_GL_GetProcAddress("glUniform2fvARB");
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glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)SDL_GL_GetProcAddress("glUniform3fvARB");
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glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)SDL_GL_GetProcAddress("glUniform4fvARB");
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glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)SDL_GL_GetProcAddress("glUniform1ivARB");
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glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)SDL_GL_GetProcAddress("glUniform2ivARB");
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glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)SDL_GL_GetProcAddress("glUniform3ivARB");
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glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)SDL_GL_GetProcAddress("glUniform4ivARB");
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#endif
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if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB ||
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!glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB ||
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!glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB ||
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!glLinkProgramARB || !glGetUniformLocationARB || !glUniform4fARB ||
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!glUniform1iARB || !glUniform1fARB )
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!glLinkProgramARB || !glGetUniformLocationARB || !glGetActiveUniformARB ||
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!glUniform1fvARB || !glUniform2fvARB || !glUniform3fvARB || !glUniform4fvARB ||
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!glUniform1ivARB || !glUniform2ivARB || !glUniform3ivARB || !glUniform4ivARB)
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{
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glCreateProgramObjectARB = 0;
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debugLog("One or more GL_ARB_shader_objects functions were not found");
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@ -116,6 +131,10 @@ end:
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Shader::Shader()
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{
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addType(SCO_SHADER);
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numUniforms = -1;
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uniformsDirty = false;
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#ifdef BBGE_BUILD_OPENGL
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g_programObj = 0;
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#endif
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@ -139,7 +158,7 @@ void Shader::unload()
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#endif
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}
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bool Shader::isLoaded()
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bool Shader::isLoaded() const
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{
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return g_programObj != 0;
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}
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@ -155,6 +174,7 @@ void Shader::bind()
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if (!_useShaders)
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return;
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glUseProgramObjectARB(g_programObj);
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_flushUniforms();
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#endif
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}
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@ -217,6 +237,7 @@ void Shader::load(const std::string &file, const std::string &fragFile)
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void Shader::loadSrc(const char *vertCode, const char *fragCode)
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{
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staticInit();
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unload();
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if(!_useShaders)
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@ -232,7 +253,7 @@ void Shader::loadSrc(const char *vertCode, const char *fragCode)
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//
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// Create the vertex shader...
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//
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if(vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str))))
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if(vertCode && *vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str))))
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{
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std::ostringstream os;
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os << "Vertex Shader Compile Error [" << vertFile << "]:\n" << str;
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@ -243,7 +264,7 @@ void Shader::loadSrc(const char *vertCode, const char *fragCode)
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//
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// Create the fragment shader...
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//
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if(fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str))))
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if(fragCode && *fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str))))
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{
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std::ostringstream os;
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os << "Fragment Shader Compile Error [" << fragFile << "]:\n" << str;
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@ -294,59 +315,131 @@ void Shader::loadSrc(const char *vertCode, const char *fragCode)
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return;
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}
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_queryUniforms();
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#endif
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}
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// TODO: I'm not quite sure but i bet this sucks.
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// Design a good caching policy and simplify the implementation,
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// but keep shader dynamism and shaders generated at runtime in mind.
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// No idea if and how much runtime performance it costs
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// to query the uniform locations everytime.
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// -- FG
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static void shaderUniformError(const char *func, const char *var)
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void Shader::_setUniform(Uniform *u)
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{
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GLint err = glGetError();
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/*std::ostringstream os;
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os << "Shader::" << func << "(" << var << ") -- undef uniform (Error: " << err << ")";
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debugLog(os.str());*/
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/*if(u->location == -1)
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{
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u->location = glGetUniformLocationARB(g_programObj, u->name);
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if(u->location == -1)
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{
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u->dirty = false;
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return;
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}
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}*/
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switch(u->type)
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{
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i); break;
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}
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u->dirty = false;
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}
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void Shader::setInt(const char *name, int x)
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void Shader::_flushUniforms()
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{
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if(!uniformsDirty)
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return;
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uniformsDirty = false;
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for(size_t i = 0; i < uniforms.size(); ++i)
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{
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Uniform &u = uniforms[i];
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if(u.dirty)
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_setUniform(&u);
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}
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}
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// for sorting
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bool Shader::_sortUniform(const Uniform& a, const char *bname)
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{
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return strcmp(a.name, bname) < 0;
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}
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bool Shader::Uniform::operator< (const Uniform& b) const
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{
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return Shader::_sortUniform(*this, &b.name[0]);
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}
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void Shader::_queryUniforms()
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{
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glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , &numUniforms);
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if (numUniforms <= 0)
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return;
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uniforms.reserve(numUniforms);
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for (unsigned int i = 0; i < numUniforms; ++i)
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{
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Uniform u;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveUniformARB(g_programObj, i, sizeof(u.name), NULL, &size, &type, &u.name[0]);
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if(!type || !size)
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continue;
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u.location = glGetUniformLocationARB(g_programObj, u.name);
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if(u.location == -1)
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continue;
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u.dirty = false;
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u.type = type;
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memset(&u.data, 0, sizeof(u.data));
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uniforms.push_back(u);
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}
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// sort to be able to do binary search later
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std::sort(uniforms.begin(), uniforms.end());
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}
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int Shader::_getUniformIndex(const char *name)
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{
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// binary search
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UniformVec::iterator it = stdx_fg::lower_bound(uniforms.begin(), uniforms.end(), name, _sortUniform);
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return int(it - uniforms.begin());
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}
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void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
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{
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#if BBGE_BUILD_SHADERS
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if(!g_programObj)
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if(!g_programObj || numUniforms <= 0)
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return;
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GLint loc = glGetUniformLocationARB(g_programObj, name);
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if(loc != -1)
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glUniform1iARB(loc, x);
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else
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shaderUniformError("setInt", name);
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int idx = _getUniformIndex(name);
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.i[0] = x;
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u.data.i[1] = y;
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u.data.i[2] = z;
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u.data.i[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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}
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void Shader::setFloat(const char *name, float x)
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void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
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{
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#if BBGE_BUILD_SHADERS
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if(!g_programObj)
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if(!g_programObj || numUniforms <= 0)
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return;
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GLint loc = glGetUniformLocationARB(g_programObj, name);
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if(loc != -1)
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glUniform1fARB(loc, x);
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else
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shaderUniformError("setFloat", name);
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#endif
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}
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void Shader::setFloat4(const char *name, float x, float y, float z, float w)
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{
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#if BBGE_BUILD_SHADERS
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if(!g_programObj)
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return;
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GLint loc = glGetUniformLocationARB(g_programObj, name);
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if(loc != -1)
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glUniform4fARB(loc, x, y, z, w);
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else
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shaderUniformError("setFloat4", name);
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int idx = _getUniformIndex(name);
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.f[0] = x;
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u.data.f[1] = y;
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u.data.f[2] = z;
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u.data.f[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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}
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