417 lines
10 KiB
C++
417 lines
10 KiB
C++
#include <GL/glew.h>
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#include <fstream>
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#include <iostream>
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#include <cstring>
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using namespace std;
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//Adapted from Edward Angels InitShader code
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// Create a NULL-terminated string by reading the provided file
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static char* readShaderSource(const char* shaderFile)
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{
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ifstream ifs(shaderFile, ios::in | ios::binary | ios::ate);
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if (ifs.is_open())
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{
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unsigned int filesize = static_cast<unsigned int>(ifs.tellg());
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ifs.seekg(0, ios::beg);
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char* bytes = new char[filesize + 1];
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memset(bytes, 0, filesize + 1);
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ifs.read(bytes, filesize);
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ifs.close();
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return bytes;
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}
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return NULL;
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}
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void printShaderCompileError(GLuint shader)
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{
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GLint logSize;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
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char* logMsg = new char[logSize];
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glGetShaderInfoLog(shader, logSize, NULL, logMsg);
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std::cerr << logMsg << std::endl;
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delete[] logMsg;
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}
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void printProgramLinkError(GLuint program)
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{
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GLint logSize;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
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char* logMsg = new char[logSize];
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glGetProgramInfoLog(program, logSize, NULL, logMsg);
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std::cerr << logMsg << std::endl;
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delete[] logMsg;
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}
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GLuint InitShader(const char* computeShaderFile)
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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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GLchar* source;
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} shaders[1] =
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{
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{ computeShaderFile, GL_COMPUTE_SHADER, NULL }
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};
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GLuint program = glCreateProgram();
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for (int i = 0; i < 1; ++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 == NULL)
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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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glShaderSource(shader, 1, (const GLchar**)&s.source, 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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delete[] s.source;
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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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// Create a GLSL program object from vertex and fragment shader files
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GLuint InitShader(const char* vShaderFile, 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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GLchar* source;
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} shaders[2] =
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{
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{ vShaderFile, GL_VERTEX_SHADER, NULL },
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{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
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};
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GLuint program = glCreateProgram();
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for (int i = 0; i < 2; ++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 == NULL)
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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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glShaderSource(shader, 1, (const GLchar**)&s.source, 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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delete[] s.source;
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glAttachShader(program, shader);
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}
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//set shader attrib locations
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const int posLoc = 0;
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const int texCoordLoc = 1;
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const int normalLoc = 2;
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glBindAttribLocation(program, posLoc, "posAttrib");
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glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
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glBindAttribLocation(program, normalLoc, "normalAttrib");
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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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// Create a GLSL program object from vertex and fragment shader files
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GLuint InitShader(const char* vShaderFile, 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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GLchar* source;
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} shaders[3] =
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{
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{ vShaderFile, GL_VERTEX_SHADER, NULL },
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{ gShaderFile, GL_GEOMETRY_SHADER, NULL },
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{ fShaderFile, GL_FRAGMENT_SHADER, NULL }
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};
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GLuint program = glCreateProgram();
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for (int i = 0; i < 3; ++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 == NULL)
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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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glShaderSource(shader, 1, (const GLchar**)&s.source, 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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delete[] s.source;
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glAttachShader(program, shader);
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}
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//set shader attrib locations
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const int posLoc = 0;
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const int texCoordLoc = 1;
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const int normalLoc = 2;
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glBindAttribLocation(program, posLoc, "posAttrib");
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glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
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glBindAttribLocation(program, normalLoc, "normalAttrib");
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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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GLuint InitShader( const char* vShaderFile, const char* tcShader, const char* teShader, 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[4] =
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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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{ fShaderFile, GL_FRAGMENT_SHADER, "" }
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};
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GLuint program = glCreateProgram();
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for ( int i = 0; i < 4; ++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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//set shader attrib locations
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const int posLoc = 0;
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const int texCoordLoc = 1;
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glBindAttribLocation(program, posLoc, "posAttrib");
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glBindAttribLocation(program, texCoordLoc, "texCoordAttrib");
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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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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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} |