241 lines
7.3 KiB
C++
241 lines
7.3 KiB
C++
/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright (C) 2012 Kicad Developers, see change_log.txt for contributors.
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*
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* Graphics Abstraction Layer (GAL) for OpenGL
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*
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* Shader class
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*
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* This program 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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*
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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. See the
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* GNU General Public License for more details.
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*
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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, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef SHADER_H_
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#define SHADER_H_
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#include <gal/opengl/kiglew.h> // Must be included first
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#include <math/vector2d.h>
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#include <string>
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#include <deque>
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namespace KIGFX
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{
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class OPENGL_GAL;
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/// Type definition for the shader
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enum SHADER_TYPE
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{
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SHADER_TYPE_VERTEX = GL_VERTEX_SHADER, ///< Vertex shader
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SHADER_TYPE_FRAGMENT = GL_FRAGMENT_SHADER, ///< Fragment shader
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SHADER_TYPE_GEOMETRY = GL_GEOMETRY_SHADER ///< Geometry shader
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};
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namespace DETAIL {
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inline const char* translateStringArg( const std::string& str )
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{
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return str.c_str();
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}
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inline const char* translateStringArg( const char* str )
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{
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return str;
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}
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}
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/**
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* @brief Class SHADER provides the access to the OpenGL shaders.
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*
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* The purpose of this class is advanced drawing with OpenGL. One example is using the pixel
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* shader for drawing exact circles or for anti-aliasing. This class supports vertex, geometry
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* and fragment shaders.
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* <br>
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* Make sure that the hardware supports these features. This can be identified with the "GLEW"
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* library.
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*/
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class SHADER
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{
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public:
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/**
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* @brief Constructor
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*/
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SHADER();
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/**
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* @brief Destructor
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*/
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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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*
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* @param aArgs is the list of strings (std::string or convertible to const char*) which
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are concatenated and compiled as a single shader source code.
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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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template< typename... Args >
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bool LoadShaderFromStrings( SHADER_TYPE aShaderType, Args&&... aArgs )
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{
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const char* arr[] = { DETAIL::translateStringArg( aArgs )... };
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return loadShaderFromStringArray( aShaderType, arr, sizeof...(Args) );
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}
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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 LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName );
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/**
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* @brief Link the shaders.
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*
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* @return true in case of success, false otherwise.
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*/
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bool Link();
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/**
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* @brief Returns true if shaders are linked correctly.
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*/
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bool IsLinked() const
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{
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return isShaderLinked;
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}
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/**
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* @brief Use the shader.
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*/
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inline void Use()
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{
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glUseProgram( programNumber );
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active = true;
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}
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/**
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* @brief Deactivate the shader and use the default OpenGL program.
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*/
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inline void Deactivate()
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{
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glUseProgram( 0 );
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active = false;
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}
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/**
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* @brief Returns the current state of the shader.
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*
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* @return True if any of shaders is enabled.
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*/
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inline bool IsActive() const
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{
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return active;
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}
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/**
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* @brief Configure the geometry shader - has to be done before linking!
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*
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* @param maxVertices is the maximum of vertices to be generated.
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* @param geometryInputType is the input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
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* @param geometryOutputType is the output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
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*/
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void ConfigureGeometryShader( GLuint maxVertices, GLuint geometryInputType,
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GLuint geometryOutputType );
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/**
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* @brief Add a parameter to the parameter queue.
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*
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* To communicate with the shader use this function to set up the names for the uniform
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* variables. These are queued in a list and can be assigned with the SetParameter(..)
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* method using the queue position.
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*
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* @param aParameterName is the name of the parameter.
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* @return the added parameter location.
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*/
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int AddParameter( const std::string& aParameterName );
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/**
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* @brief Set a parameter of the shader.
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*
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* @param aParameterNumber is the number of the parameter.
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* @param aValue is the value of the parameter.
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*/
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void SetParameter( int aParameterNumber, float aValue ) const;
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void SetParameter( int aParameterNumber, int aValue ) const;
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void SetParameter( int aParameterNumber, const VECTOR2D& aValue ) const;
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void SetParameter( int aParameterNumber, float f0, float f1, float f2, float f3 ) const;
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/**
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* @brief Gets an attribute location.
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*
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* @param aAttributeName is the name of the attribute.
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* @return the location.
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*/
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int GetAttribute( const std::string& aAttributeName ) const;
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/**
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* @brief Read the shader source file
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*
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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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static std::string ReadSource( const std::string& aShaderSourceName );
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private:
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/**
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* @brief Compile vertex of fragment shader source code into the program.
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*/
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bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray,
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size_t aSize );
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/**
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* @brief Get the shader program information.
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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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/**
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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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std::deque<GLuint> shaderNumbers; ///< Shader number list
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GLuint programNumber; ///< Shader program number
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bool isProgramCreated; ///< Flag for program creation
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bool isShaderLinked; ///< Is the shader linked?
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bool active; ///< Is any of shaders used?
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GLuint maximumVertices; ///< The maximum of vertices to be generated
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GLuint geomInputType; ///< Input type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
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GLuint geomOutputType; ///< Output type [e.g. GL_LINES, GL_TRIANGLES, GL_QUADS etc.]
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std::deque<GLint> parameterLocation; ///< Location of the parameter
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};
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} // namespace KIGFX
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#endif /* SHADER_H_ */
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