Shaders are built-in instead of being loaded from external files.
This commit is contained in:
parent
335bf72060
commit
27a6f8afd6
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@ -12,6 +12,20 @@ include_directories(
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)
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if(KICAD_GAL)
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# Generate files containing shader programs
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add_custom_command (
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OUTPUT gal/opengl/shader_src.h
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DEPENDS gal/opengl/make_shader_src_h.sh
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WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}/common/gal/opengl
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COMMAND ${SHELL}
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ARGS ${PROJECT_SOURCE_DIR}/common/gal/opengl/make_shader_src_h.sh
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)
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add_custom_target (
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ShaderHeader ALL
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DEPENDS gal/opengl/shader_src.h
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)
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set(GAL_SRCS
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drawpanel_gal.cpp
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painter.cpp
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@ -27,6 +41,7 @@ set(GAL_SRCS
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)
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add_library(gal STATIC ${GAL_SRCS})
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add_dependencies(gal ShaderHeader)
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if(WIN32)
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add_definitions(-DGLEW_STATIC)
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@ -27,7 +27,6 @@
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#include <wx/window.h>
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#include <wx/event.h>
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#include <wx/colour.h>
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#include <wx/stdpaths.h>
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#include <wx/filename.h>
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#include <class_drawpanel_gal.h>
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@ -56,11 +55,6 @@ EDA_DRAW_PANEL_GAL::EDA_DRAW_PANEL_GAL( wxWindow* aParentWindow, wxWindowID aWin
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m_view = NULL;
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m_painter = NULL;
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wxStandardPaths paths;
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wxFileName executableFile( paths.GetExecutablePath() );
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m_galShaderPath = std::string( ( executableFile.GetPath() +
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wxT( "/../../common/gal/opengl" ) ).mb_str() );
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SwitchBackend( aGalType, true );
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SetBackgroundStyle( wxBG_STYLE_CUSTOM );
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@ -170,7 +164,6 @@ void EDA_DRAW_PANEL_GAL::SwitchBackend( GalType aGalType, bool aUseShaders )
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{
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case GAL_TYPE_OPENGL:
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m_gal = new KiGfx::OPENGL_GAL( this, this, this, aUseShaders );
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static_cast<KiGfx::OPENGL_GAL*> (m_gal)->SetShaderPath( m_galShaderPath );
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break;
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case GAL_TYPE_CAIRO:
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@ -0,0 +1,39 @@
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#!/bin/bash
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# Make a header file containing GLSL source code
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echo "Generating headers containing GLSL source code.."
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# Source files to be included
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SHADER_SRC=( "shader.vert" "shader.frag" )
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# Number of shaders
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SHADERS_NUMBER=${#SHADER_SRC[@]}
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OUTPUT="shader_src.h"
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# Prepare GLSL source to be included in C array
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function processSrc {
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# 1st part: remove /* */ comments
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# 2nd part: remove // comments
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# 3rd part: remove blank lines (or containing only whitespaces)
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# 4th & 5th part: wrap every line in quotation marks
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sed '/\/\*/,/\*\//d; s/[ \t]*\/\/.*$//; /^[ \t]*$/d; s/^[ \t]*/"/; s/[ \t]*$/\\n"/' $1 >> $OUTPUT
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echo "," >> $OUTPUT
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}
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# Header
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echo "#ifndef SHADER_SRC_H
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#define SHADER_SRC_H
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const unsigned int shaders_number = $SHADERS_NUMBER;
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const char *shaders_src[] = {" > $OUTPUT
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# Main contents
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for filename in "${SHADER_SRC[@]}"
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do
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processSrc $filename
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done
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# Footer
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echo "};
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#endif /* SHADER_SRC_H */" >> $OUTPUT
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echo "Done."
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@ -74,7 +74,6 @@ OPENGL_GAL::OPENGL_GAL( wxWindow* aParent, wxEvtHandler* aMouseListener,
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isUseShader = isUseShaders;
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isShaderInitialized = false;
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isGrouping = false;
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shaderPath = "../../common/gal/opengl";
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wxSize parentSize = aParent->GetSize();
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isVboInitialized = false;
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@ -359,12 +358,12 @@ void OPENGL_GAL::BeginDrawing()
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// Compile the shaders
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if( !isShaderInitialized && isUseShader )
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{
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if( !shader.AddSource( shaderPath + std::string( "/shader.vert" ), SHADER_TYPE_VERTEX ) )
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if( !shader.LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) )
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{
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wxLogFatalError( wxT( "Cannot compile vertex shader!" ) );
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}
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if( !shader.AddSource( shaderPath + std::string( "/shader.frag" ), SHADER_TYPE_FRAGMENT ) )
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if( !shader.LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) )
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{
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wxLogFatalError( wxT( "Cannot compile fragment shader!" ) );
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}
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@ -32,14 +32,15 @@
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#include <wx/log.h>
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#include <gal/opengl/shader.h>
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#include "shader_src.h"
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using namespace KiGfx;
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SHADER::SHADER() :
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isProgramCreated( false ),
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isShaderLinked( false ),
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maximumVertices( 4 ),
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active( false ),
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maximumVertices( 4 ),
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geomInputType( GL_LINES ),
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geomOutputType( GL_LINES )
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{
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@ -62,135 +63,21 @@ SHADER::~SHADER()
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}
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void SHADER::ProgramInfo( GLuint aProgram )
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bool SHADER::LoadBuiltinShader( unsigned int aShaderNumber, ShaderType aShaderType )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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if( aShaderNumber >= shaders_number )
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return false;
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// Get the length of the info string
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glGetProgramiv( aProgram, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetProgramInfoLog( aProgram, glInfoLogLength, &writtenChars, glInfoLog );
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wxLogInfo( wxString::FromUTF8( (char*) glInfoLog ) );
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delete glInfoLog;
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}
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return addSource( std::string( shaders_src[aShaderNumber] ), aShaderType );
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}
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void SHADER::ShaderInfo( GLuint aShader )
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bool SHADER::LoadShaderFromFile( const std::string& aShaderSourceName, ShaderType aShaderType )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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// Get the length of the info string
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glGetShaderiv( aShader, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetShaderInfoLog( aShader, glInfoLogLength, &writtenChars, glInfoLog );
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wxLogInfo( wxString::FromUTF8( (char*) glInfoLog ) );
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delete glInfoLog;
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}
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}
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std::string SHADER::ReadSource( std::string aShaderSourceName )
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{
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// Open the shader source for reading
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std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in );
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std::string shaderSource;
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if( !inputFile )
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{
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wxLogError( wxString::FromUTF8( "Can't read the shader source: " ) +
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wxString( aShaderSourceName.c_str(), wxConvUTF8 ) );
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exit( 1 );
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}
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std::string shaderSourceLine;
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// Read all lines from the text file
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while( getline( inputFile, shaderSourceLine ) )
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{
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shaderSource += shaderSourceLine;
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shaderSource += "\n";
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}
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return shaderSource;
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}
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bool SHADER::AddSource( const std::string& aShaderSourceName, ShaderType aShaderType )
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{
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if( isShaderLinked )
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{
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wxLogError( wxString::FromUTF8( "Shader is already linked!" ) );
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}
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// Create the program
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if( !isProgramCreated )
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{
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programNumber = glCreateProgram();
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isProgramCreated = true;
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}
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// Load shader sources
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std::string shaderSource = ReadSource( aShaderSourceName );
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const std::string shaderSource = readSource( aShaderSourceName );
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// Create a shader
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GLuint shaderNumber = glCreateShader( aShaderType );
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shaderNumbers.push_back( shaderNumber );
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// Get the program info
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ProgramInfo( programNumber );
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// Copy to char array
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char* source = new char[shaderSource.size() + 1];
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strcpy( source, shaderSource.c_str() );
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const char** source_ = (const char**) ( &source );
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// Attach the source
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glShaderSource( shaderNumber, 1, source_, NULL );
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ProgramInfo( programNumber );
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// Compile and attach shader to the program
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glCompileShader( shaderNumber );
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GLint status;
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glGetShaderiv( shaderNumber, GL_COMPILE_STATUS, &status );
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if( status != GL_TRUE )
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{
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wxLogError( wxT( "Shader compilation error" ) );
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ShaderInfo( shaderNumber );
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return false;
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}
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glAttachShader( programNumber, shaderNumber );
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ProgramInfo( programNumber );
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// Special handling for the geometry shader
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if( aShaderType == SHADER_TYPE_GEOMETRY )
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{
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_VERTICES_OUT_EXT, maximumVertices );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_INPUT_TYPE_EXT, geomInputType );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_OUTPUT_TYPE_EXT, geomOutputType );
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}
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// Delete the allocated char array
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delete[] source;
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return true;
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return addSource( shaderSource, aShaderType );
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}
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@ -207,7 +94,7 @@ bool SHADER::Link()
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{
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// Shader linking
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glLinkProgram( programNumber );
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ProgramInfo( programNumber );
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programInfo( programNumber );
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// Check the Link state
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glGetObjectParameterivARB( programNumber, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &isShaderLinked );
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@ -251,3 +138,133 @@ int SHADER::GetAttribute( std::string aAttributeName ) const
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{
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return glGetAttribLocation( programNumber, aAttributeName.c_str() );
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}
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void SHADER::programInfo( GLuint aProgram )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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// Get the length of the info string
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glGetProgramiv( aProgram, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetProgramInfoLog( aProgram, glInfoLogLength, &writtenChars, glInfoLog );
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wxLogInfo( wxString::FromUTF8( (char*) glInfoLog ) );
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delete glInfoLog;
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}
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}
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void SHADER::shaderInfo( GLuint aShader )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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// Get the length of the info string
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glGetShaderiv( aShader, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetShaderInfoLog( aShader, glInfoLogLength, &writtenChars, glInfoLog );
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wxLogInfo( wxString::FromUTF8( (char*) glInfoLog ) );
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delete glInfoLog;
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}
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}
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std::string SHADER::readSource( std::string aShaderSourceName )
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{
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// Open the shader source for reading
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std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in );
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std::string shaderSource;
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if( !inputFile )
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{
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wxLogError( wxString::FromUTF8( "Can't read the shader source: " ) +
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wxString( aShaderSourceName.c_str(), wxConvUTF8 ) );
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exit( 1 );
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}
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std::string shaderSourceLine;
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// Read all lines from the text file
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while( getline( inputFile, shaderSourceLine ) )
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{
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shaderSource += shaderSourceLine;
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shaderSource += "\n";
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}
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return shaderSource;
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}
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bool SHADER::addSource( const std::string& aShaderSource, ShaderType aShaderType )
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{
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if( isShaderLinked )
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{
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wxLogError( wxString::FromUTF8( "Shader is already linked!" ) );
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}
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// Create the program
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if( !isProgramCreated )
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{
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programNumber = glCreateProgram();
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isProgramCreated = true;
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}
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// Create a shader
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GLuint shaderNumber = glCreateShader( aShaderType );
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shaderNumbers.push_back( shaderNumber );
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// Get the program info
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programInfo( programNumber );
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// Copy to char array
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char* source = new char[aShaderSource.size() + 1];
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strcpy( source, aShaderSource.c_str() );
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const char** source_ = (const char**) ( &source );
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// Attach the source
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glShaderSource( shaderNumber, 1, source_, NULL );
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programInfo( programNumber );
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// Compile and attach shader to the program
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glCompileShader( shaderNumber );
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GLint status;
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glGetShaderiv( shaderNumber, GL_COMPILE_STATUS, &status );
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if( status != GL_TRUE )
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{
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wxLogError( wxT( "Shader compilation error" ) );
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shaderInfo( shaderNumber );
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return false;
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}
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glAttachShader( programNumber, shaderNumber );
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programInfo( programNumber );
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// Special handling for the geometry shader
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if( aShaderType == SHADER_TYPE_GEOMETRY )
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{
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_VERTICES_OUT_EXT, maximumVertices );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_INPUT_TYPE_EXT, geomInputType );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_OUTPUT_TYPE_EXT, geomOutputType );
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}
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// Delete the allocated char array
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delete[] source;
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return true;
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}
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@ -91,8 +91,6 @@ protected:
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GalType m_currentGal; ///< Currently used GAL
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bool m_useShaders; ///< Are shaders used? (only for OpenGL GAL)
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wxLongLong m_timeStamp;
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std::string m_galShaderPath; ///< Path to shader files, used in OpenGL mode
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};
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#endif
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@ -320,11 +320,6 @@ public:
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paintListener = aPaintListener;
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}
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void SetShaderPath( const std::string& aPath )
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{
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shaderPath = aPath;
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}
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///< Parameters passed to the GLU tesselator
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typedef struct
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{
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@ -389,7 +384,6 @@ private:
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SHADER shader; ///< There is only one shader used for different objects
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int shaderAttrib; ///< Location of shader attributes (for glVertexAttribPointer)
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std::string shaderPath; ///< Location of shader files
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// Cursor
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int cursorSize; ///< Size of the cursor in pixels
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@ -71,12 +71,22 @@ public:
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virtual ~SHADER();
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/**
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* @brief Add a shader and compile the shader sources.
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* @brief Loads one of the built-in shaders and compiles it.
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*
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* @param aShaderNumber is the shader number (indexing from 0).
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* @param aShaderType is the type of the shader.
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* @return True in case of success, false otherwise.
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*/
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bool LoadBuiltinShader( unsigned int aShaderNumber, ShaderType aShaderType );
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/**
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* @brief Loads one of the built-in shaders and compiles it.
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*
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* @param aShaderSourceName is the shader source file name.
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* @param aShaderType is the type of the shader.
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* @return True in case of success, false otherwise.
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*/
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bool AddSource( const std::string& aShaderSourceName, ShaderType aShaderType );
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bool LoadShaderFromFile( const std::string& aShaderSourceName, ShaderType aShaderType );
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/**
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* @brief Link the shaders.
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@ -157,14 +167,14 @@ private:
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*
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* @param aProgram is the program number.
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*/
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void ProgramInfo( GLuint aProgram );
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void programInfo( GLuint aProgram );
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/**
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* @brief Get the shader information.
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*
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* @param aShader is the shader number.
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*/
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void ShaderInfo( GLuint aShader );
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void shaderInfo( GLuint aShader );
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/**
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* @brief Read the shader source file
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@ -172,7 +182,16 @@ private:
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* @param aShaderSourceName is the shader source file name.
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* @return the source as string
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*/
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std::string ReadSource( std::string aShaderSourceName );
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std::string readSource( std::string aShaderSourceName );
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/**
|
||||
* @brief Add a shader and compile the shader sources.
|
||||
*
|
||||
* @param aShaderSource is the shader source content.
|
||||
* @param aShaderType is the type of the shader.
|
||||
* @return True in case of success, false otherwise.
|
||||
*/
|
||||
bool addSource( const std::string& aShaderSource, ShaderType aShaderType );
|
||||
|
||||
std::deque<GLuint> shaderNumbers; ///< Shader number list
|
||||
GLuint programNumber; ///< Shader program number
|
||||
|
|
Loading…
Reference in New Issue