2020-04-30 17:54:38 +02:00
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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2020-05-14 00:07:34 +02:00
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#include <assert.h>
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2016-06-24 15:24:58 +02:00
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#include "../rwbase.h"
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#include "../rwerror.h"
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#ifdef RW_OPENGL
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#include <GL/glew.h>
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#include "rwgl3.h"
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#include "rwgl3shader.h"
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namespace rw {
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namespace gl3 {
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2020-05-13 20:46:27 +02:00
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#ifdef RW_GLES2
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#include "gl2_shaders/header_vs.inc"
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2020-05-14 11:54:20 +02:00
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#include "gl2_shaders/header_fs.inc"
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2020-05-13 20:46:27 +02:00
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#else
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2020-04-26 19:33:43 +02:00
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#include "shaders/header_vs.inc"
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2020-05-14 11:54:20 +02:00
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#include "shaders/header_fs.inc"
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2020-05-13 20:46:27 +02:00
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#endif
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2020-04-26 19:33:43 +02:00
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2016-06-24 15:24:58 +02:00
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UniformRegistry uniformRegistry;
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2017-08-26 20:08:23 +02:00
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int32
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2016-06-24 15:24:58 +02:00
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registerUniform(const char *name)
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{
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int i;
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i = findUniform(name);
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if(i >= 0) return i;
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2017-08-26 20:08:23 +02:00
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// TODO: print error
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2020-05-14 00:07:34 +02:00
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if(uniformRegistry.numUniforms+1 >= MAX_UNIFORMS){
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assert(0 && "no space for uniform");
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2017-08-26 20:08:23 +02:00
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return -1;
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2020-05-14 00:07:34 +02:00
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}
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2016-06-24 15:24:58 +02:00
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uniformRegistry.uniformNames[uniformRegistry.numUniforms] = strdup(name);
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return uniformRegistry.numUniforms++;
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}
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2017-08-26 20:08:23 +02:00
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int32
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2016-06-24 15:24:58 +02:00
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findUniform(const char *name)
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{
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int i;
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for(i = 0; i < uniformRegistry.numUniforms; i++)
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if(strcmp(name, uniformRegistry.uniformNames[i]) == 0)
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return i;
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return -1;
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}
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2017-08-26 20:08:23 +02:00
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int32
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2016-06-24 15:24:58 +02:00
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registerBlock(const char *name)
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{
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int i;
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i = findBlock(name);
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if(i >= 0) return i;
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2017-08-26 20:08:23 +02:00
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// TODO: print error
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if(uniformRegistry.numBlocks+1 >= MAX_BLOCKS)
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return -1;
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2016-06-24 15:24:58 +02:00
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uniformRegistry.blockNames[uniformRegistry.numBlocks] = strdup(name);
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return uniformRegistry.numBlocks++;
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}
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2017-08-26 20:08:23 +02:00
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int32
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2016-06-24 15:24:58 +02:00
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findBlock(const char *name)
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{
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int i;
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for(i = 0; i < uniformRegistry.numBlocks; i++)
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if(strcmp(name, uniformRegistry.blockNames[i]) == 0)
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return i;
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return -1;
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}
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Shader *currentShader;
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2020-05-13 20:46:27 +02:00
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static void
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printShaderSource(const char **src)
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{
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2020-07-22 13:56:03 +02:00
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int f;
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2020-05-13 20:46:27 +02:00
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const char *file;
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bool printline;
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int line = 1;
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for(f = 0; src[f]; f++){
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char c;
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file = src[f];
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printline = true;
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while(c = *file++, c != '\0'){
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if(printline)
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printf("%.4d: ", line++);
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putchar(c);
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printline = c == '\n';
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}
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putchar('\n');
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}
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}
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2016-06-24 15:24:58 +02:00
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static int
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2020-04-26 19:33:43 +02:00
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compileshader(GLenum type, const char **src, GLuint *shader)
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2016-06-24 15:24:58 +02:00
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{
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2020-04-26 19:33:43 +02:00
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GLint n;
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2016-06-24 15:24:58 +02:00
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GLint shdr, success;
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GLint len;
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char *log;
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2020-04-26 19:33:43 +02:00
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for(n = 0; src[n]; n++);
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2016-06-24 15:24:58 +02:00
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shdr = glCreateShader(type);
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2020-04-26 19:33:43 +02:00
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glShaderSource(shdr, n, src, nil);
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glCompileShader(shdr);
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glGetShaderiv(shdr, GL_COMPILE_STATUS, &success);
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if(!success){
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2020-05-13 20:46:27 +02:00
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printShaderSource(src);
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2016-06-24 15:24:58 +02:00
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fprintf(stderr, "Error in %s shader\n",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len);
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2017-08-24 15:10:34 +02:00
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log = (char*)rwMalloc(len, MEMDUR_FUNCTION);
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2016-06-24 15:24:58 +02:00
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glGetShaderInfoLog(shdr, len, nil, log);
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fprintf(stderr, "%s\n", log);
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2017-08-24 15:10:34 +02:00
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rwFree(log);
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2016-06-24 15:24:58 +02:00
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return 1;
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}
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*shader = shdr;
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return 0;
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}
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static int
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linkprogram(GLint vs, GLint fs, GLuint *program)
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{
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GLint prog, success;
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GLint len;
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char *log;
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prog = glCreateProgram();
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2020-05-13 20:46:27 +02:00
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#ifdef RW_GLES2
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// TODO: perhaps just do this always and get rid of the layout stuff?
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glBindAttribLocation(prog, ATTRIB_POS, "in_pos");
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glBindAttribLocation(prog, ATTRIB_NORMAL, "in_normal");
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glBindAttribLocation(prog, ATTRIB_COLOR, "in_color");
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glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0");
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glBindAttribLocation(prog, ATTRIB_WEIGHTS, "in_weights");
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glBindAttribLocation(prog, ATTRIB_INDICES, "in_indices");
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#endif
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2016-06-24 15:24:58 +02:00
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &success);
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if(!success){
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fprintf(stderr, "Error in program\n");
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
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2017-08-24 15:10:34 +02:00
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log = (char*)rwMalloc(len, MEMDUR_FUNCTION);
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2016-06-24 15:24:58 +02:00
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glGetProgramInfoLog(prog, len, nil, log);
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fprintf(stderr, "%s\n", log);
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2017-08-24 15:10:34 +02:00
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rwFree(log);
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2016-06-24 15:24:58 +02:00
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return 1;
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}
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*program = prog;
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return 0;
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}
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2020-04-26 19:33:43 +02:00
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Shader*
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Shader::create(const char **vsrc, const char **fsrc)
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{
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GLuint vs, fs, program;
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int i;
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int fail;
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fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs);
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if(fail)
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return nil;
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fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs);
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2020-04-28 12:44:28 +02:00
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if(fail){
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glDeleteShader(vs);
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2020-04-26 19:33:43 +02:00
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return nil;
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2020-04-28 12:44:28 +02:00
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}
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2020-04-26 19:33:43 +02:00
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fail = linkprogram(vs, fs, &program);
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2020-04-28 12:44:28 +02:00
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if(fail){
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glDeleteShader(fs);
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glDeleteShader(vs);
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2020-04-26 19:33:43 +02:00
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return nil;
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2020-04-28 12:44:28 +02:00
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}
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2020-04-26 19:33:43 +02:00
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glDeleteProgram(vs);
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glDeleteProgram(fs);
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Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global?
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2020-05-13 20:46:27 +02:00
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#ifdef xxxRW_GLES2
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int numUniforms;
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms);
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for(i = 0; i < numUniforms; i++){
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GLint size;
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GLenum type;
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char name[100];
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glGetActiveUniform(program, i, 100, nil, &size, &type, name);
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printf("%d %d %s\n", size, type, name);
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}
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printf("\n");
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#endif
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2020-05-14 11:54:20 +02:00
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#ifdef xxxRW_GLES2
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2020-05-13 20:46:27 +02:00
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int numAttribs;
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glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs);
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for(i = 0; i < numAttribs; i++){
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GLint size;
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GLenum type;
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char name[100];
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glGetActiveAttrib(program, i, 100, nil, &size, &type, name);
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GLint bind = glGetAttribLocation(program, name);
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printf("%d %d %s. %d\n", size, type, name, bind);
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}
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printf("\n");
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#endif
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2020-04-26 19:33:43 +02:00
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// set uniform block binding
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for(i = 0; i < uniformRegistry.numBlocks; i++){
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int idx = glGetUniformBlockIndex(program,
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uniformRegistry.blockNames[i]);
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if(idx >= 0)
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glUniformBlockBinding(program, idx, i);
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}
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// query uniform locations
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sh->program = program;
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sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
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for(i = 0; i < uniformRegistry.numUniforms; i++)
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sh->uniformLocations[i] = glGetUniformLocation(program,
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uniformRegistry.uniformNames[i]);
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// set samplers
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glUseProgram(program);
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char name[64];
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GLint loc;
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for(i = 0; i < 4; i++){
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sprintf(name, "tex%d", i);
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loc = glGetUniformLocation(program, name);
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glUniform1i(loc, i);
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}
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return sh;
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}
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2016-06-24 15:24:58 +02:00
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void
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Shader::use(void)
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{
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2017-08-09 10:57:32 +02:00
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if(currentShader != this){
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glUseProgram(this->program);
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currentShader = this;
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}
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2016-06-24 15:24:58 +02:00
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}
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2017-08-29 10:12:56 +02:00
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void
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Shader::destroy(void)
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{
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glDeleteProgram(this->program);
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rwFree(this->uniformLocations);
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rwFree(this);
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}
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2016-06-24 15:24:58 +02:00
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}
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}
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#endif
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