2011-12-07 01:31:55 +01:00
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/*
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* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "shader.h"
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2011-12-07 20:54:28 +01:00
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#include <framework/core/resourcemanager.h>
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2011-12-07 01:31:55 +01:00
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Shader::Shader(Shader::ShaderType shaderType)
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{
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m_shaderType = shaderType;
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switch(shaderType) {
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case Vertex:
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m_shaderId = glCreateShader(GL_VERTEX_SHADER);
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break;
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case Fragment:
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m_shaderId = glCreateShader(GL_FRAGMENT_SHADER);
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break;
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}
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if(!m_shaderId)
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logFatal("Unable to create GL shader");
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}
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Shader::~Shader()
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{
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glDeleteShader(m_shaderId);
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}
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bool Shader::compileSourceCode(const std::string& sourceCode)
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{
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2011-12-07 03:09:44 +01:00
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#ifndef OPENGL_ES2
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static const char *qualifierDefines =
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"#define lowp\n"
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"#define mediump\n"
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"#define highp\n";
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#else
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static const char *qualifierDefines =
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"#ifndef GL_FRAGMENT_PRECISION_HIGH\n"
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"#define highp mediump\n"
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"#endif\n";
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2011-12-15 19:42:48 +01:00
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"precision highp float;\n"
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2011-12-07 03:09:44 +01:00
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#endif
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std::string code = qualifierDefines;
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code.append(sourceCode);
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const char *c_source = code.c_str();
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2011-12-07 01:31:55 +01:00
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glShaderSource(m_shaderId, 1, &c_source, NULL);
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glCompileShader(m_shaderId);
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int res;
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glGetShaderiv(m_shaderId, GL_COMPILE_STATUS, &res);
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return (res == GL_TRUE);
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}
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bool Shader::compileSourceFile(const std::string& sourceFile)
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{
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2011-12-07 20:54:28 +01:00
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std::string sourceCode = g_resources.loadFile(sourceFile);
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2011-12-07 01:31:55 +01:00
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return compileSourceCode(sourceCode);
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}
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std::string Shader::log()
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{
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std::string infoLog;
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GLint infoLogLength;
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glGetShaderiv(m_shaderId, GL_INFO_LOG_LENGTH, &infoLogLength);
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if(infoLogLength > 1) {
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std::vector<char> buf(infoLogLength);
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glGetShaderInfoLog(m_shaderId, infoLogLength-1, NULL, &buf[0]);
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infoLog = &buf[0];
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}
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return infoLog;
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}
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