mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 12:03:51 +00:00
49b9e0f05a
- Building with CMake for development is now actually sane - Split deps into projects and extra files - Building against external deps should still work but needs testing - Can now build out of the box without further adjustments as long as SDL(2) is found properly - Build Lua in C++ mode (so it can use exceptions instead of setjmp/longjmp) - Unfortunately we need to enable exceptions for this :( - Remove these defines: * AQUARIA_BUILD_SCENEEDITOR (now always on) * AQUARIA_BUILD_CONSOLE (now always on) * BBGE_BUILD_ACHIEVEMENTS_INTERNAL (now always on unless BBGE_BUILD_STEAMWORKS is defined) * BBGE_BUILD_OPENGL_DYNAMIC (now always on, define BBGE_BUILD_OPENGL_STATIC if needed) * BBGE_BUILD_FMOD_OPENAL_BRIDGE (now always on) - BBGE_BUILD_STEAMWORKS is not actually implemented (any volunteers?) - Prepare later removal of SDL & the old vc90 project from the repo. See #74 for extra notes.
377 lines
8.7 KiB
C++
377 lines
8.7 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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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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#include "RenderBase.h"
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#include <sstream>
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bool Shader::_wasInited = false;
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bool Shader::_useShaders = false;
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void Shader::staticInit()
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{
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if (_wasInited)
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return;
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_wasInited = true;
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debugLog("Initializing shaders...");
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bool use = true;
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#ifndef BBGE_BUILD_OPENGL_STATIC
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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 || !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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use = false;
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}
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#endif
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_useShaders = use;
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if (use)
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debugLog("Shader support enabled.");
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else
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debugLog("Shader support not enabled.");
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}
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Shader::Shader()
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{
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numUniforms = -1;
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uniformsDirty = false;
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g_programObj = 0;
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}
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Shader::~Shader()
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{
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unload();
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}
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void Shader::unload()
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{
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if (!_useShaders)
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return;
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if (g_programObj)
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{
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glDeleteObjectARB( g_programObj );
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g_programObj = 0;
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}
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}
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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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void Shader::reload()
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{
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if (vertFile.size() || fragFile.size())
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load(vertFile, fragFile);
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else
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loadSrc(vertSrc.c_str(), fragSrc.c_str());
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}
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void Shader::bind()
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{
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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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}
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void Shader::unbind()
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{
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if (!_useShaders)
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return;
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glUseProgramObjectARB(0);
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}
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unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, size_t errbufsize)
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{
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GLint compiled = 0;
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GLhandleARB handle = glCreateShaderObjectARB(type);
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if(!handle)
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{
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std::ostringstream os;
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os << "Failed to create shader object of type " << type;
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debugLog(os.str());
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return 0;
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}
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glShaderSourceARB( handle, 1, &src, NULL );
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glCompileShaderARB( handle);
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glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
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glGetInfoLogARB(handle, errbufsize, NULL, errbuf);
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if(!compiled)
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{
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glDeleteObjectARB(handle);
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handle = 0;
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}
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GLint err = glGetError();
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if(err != GL_NO_ERROR)
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{
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std::ostringstream os;
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os << "Shader::_compileShader: Unexpected error " << err;
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errorLog(os.str());
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}
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return handle;
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}
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void Shader::load(const std::string &file, const std::string &fragFile)
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{
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staticInit();
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if(!_useShaders)
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return;
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debugLog("Shader::load("+file+", "+fragFile+")");
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this->vertFile = file;
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this->fragFile = fragFile;
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char *vertCode = file.length() ? readFile(file.c_str()) : NULL;
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char *fragCode = fragFile.length() ? readFile(fragFile.c_str()) : NULL;
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loadSrc(vertCode, fragCode);
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delete [] vertCode;
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delete [] fragCode;
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}
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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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return;
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char str[4096];
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GLhandleARB vertexShader = 0;
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GLhandleARB fragmentShader = 0;
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//
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// Create the vertex shader...
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//
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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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errorLog(os.str());
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return;
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}
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//
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// Create the fragment shader...
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//
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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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errorLog(os.str());
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return;
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}
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//
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// Create a program object and attach the two compiled shaders...
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//
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g_programObj = glCreateProgramObjectARB();
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if (!(g_programObj && (vertexShader || fragmentShader)))
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{
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errorLog("programObj / vertexShader / fragmentShader problem");
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unload();
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return;
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}
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//
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// Link the program object and print out the info log...
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//
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if(vertexShader)
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glAttachObjectARB( g_programObj, vertexShader );
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if(fragmentShader)
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glAttachObjectARB( g_programObj, fragmentShader );
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glLinkProgramARB( g_programObj );
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// Shader objects will be deleted as soon as the program object is deleted
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if(vertexShader)
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glDeleteObjectARB(vertexShader);
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if(fragmentShader)
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glDeleteObjectARB(fragmentShader);
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GLint bLinked;
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glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
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if(!bLinked)
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{
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glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Shader Linking Error: " << str;
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errorLog(os.str());
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unload();
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return;
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}
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vertSrc = vertCode ? vertCode : "";
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fragSrc = fragCode ? fragCode : "";
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_queryUniforms();
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}
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void Shader::_setUniform(Uniform *u)
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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.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i.i); break;
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}
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u->dirty = false;
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}
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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 , (GLint*)&numUniforms);
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if (numUniforms == 0 || numUniforms == -1)
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{
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uniforms.clear();
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return;
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}
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uniforms.reserve(numUniforms);
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size_t total = 0;
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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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bool add = total >= uniforms.size();
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if(add || type != u.type) // keep data intact on reload
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memset(&u.data, 0, sizeof(u.data));
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u.dirty = true;
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u.type = type;
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if(add)
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uniforms.push_back(u);
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else
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uniforms[total] = u;
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++total;
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}
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uniforms.resize(total);
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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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uniformsDirty = true;
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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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// because lower_bound returns the first element that compares less, it might not be the correct one
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if(it != uniforms.end() && strcmp(it->name, name))
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return -1;
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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(!g_programObj || numUniforms == 0 || numUniforms == -1)
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return;
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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.i[0] = x;
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u.data.i.i[1] = y;
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u.data.i.i[2] = z;
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u.data.i.i[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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}
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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(!g_programObj || numUniforms == 0 || numUniforms == -1)
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return;
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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.f[0] = x;
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u.data.f.f[1] = y;
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u.data.f.f[2] = z;
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u.data.f.f[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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}
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