Add option for geometry shader in initial pass
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2f4de89791
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@ -7,6 +7,7 @@ GLuint InitShader( const char* computeShaderFile);
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GLuint InitShader( const char* vertexShaderFile, const char* fragmentShaderFile );
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GLuint InitShader( const char* vertexShaderFile, const char* geometryShader, const char* fragmentShaderFile );
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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* fShaderFile );
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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile );
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#endif
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@ -336,5 +336,75 @@ GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* te
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/* use program object */
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glUseProgram(program);
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return program;
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}
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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, const char* gShaderFile, const char* fShaderFile )
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{
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bool error = false;
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struct Shader
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{
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const char* filename;
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GLenum type;
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std::string source;
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} shaders[5] =
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{
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{ vShaderFile, GL_VERTEX_SHADER, "" },
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{ tcShader, GL_TESS_CONTROL_SHADER, "" },
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{ teShader, GL_TESS_EVALUATION_SHADER, "" },
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{ gShaderFile, GL_GEOMETRY_SHADER, "" },
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{ fShaderFile, GL_FRAGMENT_SHADER, "" }
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};
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GLuint program = glCreateProgram();
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for ( int i = 0; i < 5; ++i )
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{
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Shader& s = shaders[i];
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s.source = readShaderSource(s.filename);
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if ( shaders[i].source.length() == 0 )
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{
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std::cerr << "Failed to read " << s.filename << std::endl;
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error = true;
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}
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GLuint shader = glCreateShader( s.type );
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const char *c_str = s.source.c_str();
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glShaderSource( shader, 1, (const GLchar**) &c_str, NULL );
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glCompileShader( shader );
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GLint compiled;
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glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
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if ( !compiled )
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{
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std::cerr << s.filename << " failed to compile:" << std::endl;
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printShaderCompileError(shader);
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error = true;
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}
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glAttachShader( program, shader );
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}
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/* link and error check */
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glLinkProgram(program);
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GLint linked;
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glGetProgramiv( program, GL_LINK_STATUS, &linked );
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if ( !linked )
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{
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std::cerr << "Shader program failed to link" << std::endl;
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printProgramLinkError(program);
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error = true;
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}
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if(error == true)
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{
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return -1;
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}
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/* use program object */
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glUseProgram(program);
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return program;
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}
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