1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cmath> |
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16 | #include <cstdio> |
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17 | |
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18 | #ifdef WIN32 |
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19 | # define WIN32_LEAN_AND_MEAN |
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20 | # include <windows.h> |
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21 | #endif |
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22 | #if defined __APPLE__ && defined __MACH__ |
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23 | # include <OpenGL/gl.h> |
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24 | #else |
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25 | # define GL_GLEXT_PROTOTYPES |
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26 | # include <GL/gl.h> |
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27 | #endif |
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28 | |
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29 | #include "core.h" |
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30 | |
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31 | /* |
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32 | * Shader implementation class |
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33 | */ |
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34 | |
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35 | class ShaderData |
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36 | { |
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37 | friend class Shader; |
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38 | |
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39 | private: |
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40 | GLuint prog_id, vert_id, frag_id; |
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41 | }; |
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42 | |
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43 | /* |
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44 | * Public Shader class |
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45 | */ |
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46 | |
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47 | Shader *Shader::Create(char const *vert, char const *frag) |
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48 | { |
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49 | return new Shader(vert, frag); |
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50 | } |
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51 | |
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52 | void Shader::Destroy(Shader *shader) |
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53 | { |
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54 | delete shader; |
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55 | } |
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56 | |
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57 | Shader::Shader(char const *vert, char const *frag) |
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58 | : data(new ShaderData()) |
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59 | { |
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60 | char buf[4096]; |
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61 | GLsizei len; |
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62 | |
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63 | data->vert_id = glCreateShader(GL_VERTEX_SHADER); |
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64 | glShaderSource(data->vert_id, 1, &vert, NULL); |
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65 | glCompileShader(data->vert_id); |
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66 | |
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67 | glGetShaderInfoLog(data->vert_id, sizeof(buf), &len, buf); |
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68 | if (len > 0) |
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69 | fprintf(stderr, "ERROR: failed to compile vertex shader: %s", buf); |
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70 | |
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71 | data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); |
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72 | glShaderSource(data->frag_id, 1, &frag, NULL); |
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73 | glCompileShader(data->frag_id); |
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74 | |
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75 | glGetShaderInfoLog(data->frag_id, sizeof(buf), &len, buf); |
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76 | if (len > 0) |
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77 | fprintf(stderr, "ERROR: failed to compile fragment shader: %s", buf); |
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78 | |
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79 | data->prog_id = glCreateProgram(); |
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80 | glAttachShader(data->prog_id, data->vert_id); |
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81 | glAttachShader(data->prog_id, data->frag_id); |
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82 | |
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83 | glLinkProgram(data->prog_id); |
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84 | glValidateProgram(data->prog_id); |
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85 | } |
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86 | |
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87 | int Shader::GetAttribLocation(char const *attr) const |
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88 | { |
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89 | return glGetAttribLocation(data->prog_id, attr); |
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90 | } |
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91 | |
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92 | int Shader::GetUniformLocation(char const *uni) const |
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93 | { |
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94 | return glGetUniformLocation(data->prog_id, uni); |
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95 | } |
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96 | |
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97 | void Shader::Bind() const |
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98 | { |
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99 | glUseProgram(data->prog_id); |
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100 | } |
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101 | |
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102 | Shader::~Shader() |
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103 | { |
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104 | glDetachShader(data->prog_id, data->vert_id); |
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105 | glDetachShader(data->prog_id, data->frag_id); |
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106 | glDeleteShader(data->vert_id); |
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107 | glDeleteShader(data->frag_id); |
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108 | glDeleteProgram(data->prog_id); |
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109 | delete data; |
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110 | } |
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111 | |
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