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@@ -22,117 +22,117 @@ namespace td {
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namespace shader {
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ShaderProgram::ShaderProgram() :
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m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
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m_ProgramID(0), m_VertexShaderID(0), m_FragmentShaderID(0) {
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}
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ShaderProgram::~ShaderProgram() {
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CleanUp();
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CleanUp();
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}
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void ShaderProgram::Start() const {
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glUseProgram(m_ProgramID);
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glUseProgram(m_ProgramID);
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}
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void ShaderProgram::Stop() const {
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glUseProgram(0);
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glUseProgram(0);
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}
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int ShaderProgram::GetUniformLocation(const std::string& uniformName) const {
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const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
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if (location == -1) {
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utils::LOGD(utils::format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
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}
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return location;
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const int location = glGetUniformLocation(m_ProgramID, uniformName.c_str());
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if (location == -1) {
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utils::LOGD(utils::format("Warning ! Uniform variable %s not found !", uniformName.c_str()));
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}
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return location;
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}
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void ShaderProgram::LoadFloat(unsigned int location, float value) const {
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glUniform1f(static_cast<GLint>(location), value);
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glUniform1f(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadInt(unsigned int location, int value) const {
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glUniform1i(static_cast<GLint>(location), value);
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glUniform1i(static_cast<GLint>(location), value);
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}
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void ShaderProgram::LoadVector(unsigned int location,
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const Vec2f& vector) const {
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glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
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const Vec2f& vector) const {
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glUniform2f(static_cast<GLint>(location), vector.x, vector.y);
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}
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void ShaderProgram::LoadVector(unsigned int location,
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const Vec3f& vector) const {
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glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
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const Vec3f& vector) const {
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glUniform3f(static_cast<GLint>(location), vector.x, vector.y, vector.z);
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}
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void ShaderProgram::LoadBoolean(unsigned int location, bool value) const {
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glUniform1i(static_cast<GLint>(location), value);
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glUniform1i(static_cast<GLint>(location), value);
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}
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void ShaderProgram::CleanUp() const {
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Stop();
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glDetachShader(m_ProgramID, m_VertexShaderID);
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glDetachShader(m_ProgramID, m_FragmentShaderID);
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glDeleteShader(m_VertexShaderID);
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glDeleteShader(m_FragmentShaderID);
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glDeleteProgram(m_ProgramID);
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Stop();
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glDetachShader(m_ProgramID, m_VertexShaderID);
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glDetachShader(m_ProgramID, m_FragmentShaderID);
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glDeleteShader(m_VertexShaderID);
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glDeleteShader(m_FragmentShaderID);
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glDeleteProgram(m_ProgramID);
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}
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void ShaderProgram::LoadProgramFile(const std::string& vertexFile,
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const std::string& fragmentFile) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
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m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
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m_ProgramID = glCreateProgram();
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glAttachShader(m_ProgramID, m_VertexShaderID);
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glAttachShader(m_ProgramID, m_FragmentShaderID);
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glLinkProgram(m_ProgramID);
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glValidateProgram(m_ProgramID);
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GetAllUniformLocation();
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const std::string& fragmentFile) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShaderFromFile(vertexFile, GL_VERTEX_SHADER));
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m_FragmentShaderID = static_cast<unsigned int>(LoadShaderFromFile(fragmentFile, GL_FRAGMENT_SHADER));
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m_ProgramID = glCreateProgram();
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glAttachShader(m_ProgramID, m_VertexShaderID);
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glAttachShader(m_ProgramID, m_FragmentShaderID);
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glLinkProgram(m_ProgramID);
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glValidateProgram(m_ProgramID);
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GetAllUniformLocation();
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}
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void ShaderProgram::LoadProgram(const std::string& vertexSource,
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const std::string& fragmentSource) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
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m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
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m_ProgramID = glCreateProgram();
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glAttachShader(m_ProgramID, m_VertexShaderID);
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glAttachShader(m_ProgramID, m_FragmentShaderID);
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glLinkProgram(m_ProgramID);
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glValidateProgram(m_ProgramID);
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GetAllUniformLocation();
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const std::string& fragmentSource) {
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m_VertexShaderID = static_cast<unsigned int>(LoadShader(vertexSource, GL_VERTEX_SHADER));
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m_FragmentShaderID = static_cast<unsigned int>(LoadShader(fragmentSource, GL_FRAGMENT_SHADER));
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m_ProgramID = glCreateProgram();
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glAttachShader(m_ProgramID, m_VertexShaderID);
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glAttachShader(m_ProgramID, m_FragmentShaderID);
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glLinkProgram(m_ProgramID);
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glValidateProgram(m_ProgramID);
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GetAllUniformLocation();
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}
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unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
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unsigned int shaderID = glCreateShader(type);
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unsigned int shaderID = glCreateShader(type);
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const char* c_str = source.c_str();
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int* null = 0;
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glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
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glCompileShader(shaderID);
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GLint compilesuccessful;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
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if (compilesuccessful == false) {
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GLsizei size;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
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std::vector<char> shaderError(static_cast<std::size_t>(size));
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glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
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const char* c_str = source.c_str();
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int* null = 0;
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glShaderSource(shaderID, 1, &c_str, null); // @suppress("Function cannot be resolved")
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glCompileShader(shaderID);
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GLint compilesuccessful;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compilesuccessful);
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if (compilesuccessful == false) {
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GLsizei size;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &size);
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std::vector<char> shaderError(static_cast<std::size_t>(size));
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glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
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utils::LOGE("Could not compile shader !");
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utils::LOGE("Could not compile shader !");
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utils::LOGE(shaderError.data());
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}
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return shaderID;
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utils::LOGE(shaderError.data());
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}
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return shaderID;
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}
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unsigned int ShaderProgram::LoadShaderFromFile(const std::string& file, GLenum type) {
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std::stringstream stream;
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std::ifstream fileStream(file);
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std::stringstream stream;
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std::ifstream fileStream(file);
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if (fileStream) {
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stream << fileStream.rdbuf();
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} else {
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return 0;
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}
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if (fileStream) {
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stream << fileStream.rdbuf();
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} else {
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return 0;
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}
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return LoadShader(stream.str(), type);
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return LoadShader(stream.str(), type);
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}
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} // namespace shader
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