| e8555c89 Andy McCall |
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#include "GLUtil.hh" |
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#include "File.hh" |
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#include "FileContext.hh" |
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#include "FileException.hh" |
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#include "InitException.hh" |
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#include "Version.hh" |
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#include <bit> |
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#include <cstdio> |
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#include <iostream> |
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using namespace openmsx; |
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using namespace std::literals; |
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namespace gl { |
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void checkGLError(std::string_view prefix) |
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{ |
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GLenum error = glGetError(); |
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if (error != GL_NO_ERROR) { |
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std::cerr << "GL error: " << prefix << ": " << int(error) << '\n'; |
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assert(false); |
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} |
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} |
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Texture::Texture(bool interpolation, bool wrap) |
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{ |
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allocate(); |
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setInterpolation(interpolation); |
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setWrapMode(wrap); |
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} |
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void Texture::allocate() |
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{ |
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glGenTextures(1, &textureId); |
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} |
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void Texture::reset() |
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{ |
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if (textureId) { |
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glDeleteTextures(1, &textureId); |
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textureId = 0; |
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} |
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} |
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void Texture::setInterpolation(bool interpolation) |
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{ |
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bind(); |
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int mode = interpolation ? GL_LINEAR : GL_NEAREST; |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode); |
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} |
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void Texture::setWrapMode(bool wrap) |
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{ |
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bind(); |
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int mode = wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE; |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode); |
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} |
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ColorTexture::ColorTexture(GLsizei width_, GLsizei height_) |
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{ |
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resize(width_, height_); |
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} |
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void ColorTexture::resize(GLsizei width_, GLsizei height_) |
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{ |
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width = width_; |
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height = height_; |
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bind(); |
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glTexImage2D( |
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GL_TEXTURE_2D, |
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0, |
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GL_RGBA, |
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width, |
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height, |
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0, |
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GL_RGBA, |
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GL_UNSIGNED_BYTE, |
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nullptr); |
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} |
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FrameBufferObject::FrameBufferObject(Texture& texture) |
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{ |
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glGenFramebuffers(1, &bufferId); |
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push(); |
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glFramebufferTexture2D(GL_FRAMEBUFFER, |
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GL_COLOR_ATTACHMENT0, |
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GL_TEXTURE_2D, texture.textureId, 0); |
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bool success = glCheckFramebufferStatus(GL_FRAMEBUFFER) == |
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GL_FRAMEBUFFER_COMPLETE; |
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pop(); |
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if (!success) { |
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throw InitException( |
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"Your OpenGL implementation support for " |
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"framebuffer objects is too limited."); |
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} |
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} |
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FrameBufferObject::~FrameBufferObject() |
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{ |
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pop(); |
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glDeleteFramebuffers(1, &bufferId); |
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} |
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void FrameBufferObject::push() |
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{ |
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previousId); |
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glBindFramebuffer(GL_FRAMEBUFFER, bufferId); |
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} |
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void FrameBufferObject::pop() |
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{ |
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glBindFramebuffer(GL_FRAMEBUFFER, GLuint(previousId)); |
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} |
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void Shader::init(GLenum type, std::string_view header, std::string_view filename) |
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{ |
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std::string source; |
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if constexpr (OPENGL_VERSION == OPENGL_ES_2_0) { |
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source += "#version 100\n"; |
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if (type == GL_FRAGMENT_SHADER) { |
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source += "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
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" precision highp float;\n" |
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"#else\n" |
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" precision mediump float;\n" |
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"#endif\n"; |
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} |
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} else { |
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source += "#version 110\n"; |
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} |
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source += header; |
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auto mmap = File(systemFileContext().resolve(tmpStrCat("shaders/", filename))) |
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.mmap<const char>(); |
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source.append(std::bit_cast<const char*>(mmap.data()), mmap.size()); |
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handle = glCreateShader(type); |
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if (handle == 0) { |
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throw MSXException("Failed to allocate shader"); |
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} |
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const char* sourcePtr = source.c_str(); |
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glShaderSource(handle, 1, &sourcePtr, nullptr); |
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glCompileShader(handle); |
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GLint compileStatus = GL_FALSE; |
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glGetShaderiv(handle, GL_COMPILE_STATUS, &compileStatus); |
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bool ok = compileStatus == GL_TRUE; |
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GLint infoLogLength = 0; |
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &infoLogLength); |
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if (!ok || (!Version::RELEASE && infoLogLength > 1)) { |
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std::string infoLog(infoLogLength - 1, '\0'); |
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glGetShaderInfoLog(handle, infoLogLength, nullptr, infoLog.data()); |
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auto message = strCat((ok ? "Warning"sv : "Error"sv), |
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"(s) compiling shader \"", filename, "\":\n", |
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(infoLogLength > 1 ? infoLog.data() : "(no details available)\n")); |
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if (ok) { |
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std::cerr << message; |
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} else { |
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throw MSXException(message); |
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} |
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} |
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} |
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Shader::~Shader() |
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{ |
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glDeleteShader(handle); |
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} |
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ShaderProgram::ShaderProgram() |
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: handle(glCreateProgram()) |
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{ |
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if (handle == 0) { |
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throw MSXException("Failed to allocate program"); |
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} |
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} |
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ShaderProgram::~ShaderProgram() |
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{ |
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glDeleteProgram(handle); |
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} |
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bool ShaderProgram::isOK() const |
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{ |
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GLint linkStatus = GL_FALSE; |
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glGetProgramiv(handle, GL_LINK_STATUS, &linkStatus); |
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return linkStatus == GL_TRUE; |
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} |
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void ShaderProgram::attach(const Shader& shader) |
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{ |
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glAttachShader(handle, shader.handle); |
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} |
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void ShaderProgram::link() |
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{ |
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glLinkProgram(handle); |
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const bool ok = isOK(); |
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GLint infoLogLength = 0; |
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &infoLogLength); |
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if (!ok || (!Version::RELEASE && infoLogLength > 1)) { |
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std::string infoLog(infoLogLength - 1, '\0'); |
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glGetProgramInfoLog(handle, infoLogLength, nullptr, infoLog.data()); |
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auto message = strCat((ok ? "Warning" : "Error"), "(s) linking shader program:\n", |
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(infoLogLength > 1 ? infoLog.data() : "(no details available)\n")); |
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if (ok) { |
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std::cerr << message; |
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} else { |
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throw MSXException(message); |
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} |
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} |
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} |
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void ShaderProgram::bindAttribLocation(unsigned index, const char* name) |
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{ |
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glBindAttribLocation(handle, index, name); |
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} |
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GLint ShaderProgram::getUniformLocation(const char* name) const |
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{ |
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if (!isOK()) return -1; |
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return glGetUniformLocation(handle, name); |
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} |
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void ShaderProgram::activate() const |
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{ |
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glUseProgram(handle); |
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} |
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void ShaderProgram::validate() const |
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{ |
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glValidateProgram(handle); |
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GLint validateStatus = GL_FALSE; |
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glGetProgramiv(handle, GL_VALIDATE_STATUS, &validateStatus); |
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GLint infoLogLength = 0; |
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &infoLogLength); |
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std::string infoLog(infoLogLength - 1, '\0'); |
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glGetProgramInfoLog(handle, infoLogLength, nullptr, infoLog.data()); |
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std::cout << "Validate " |
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<< ((validateStatus == GL_TRUE) ? "OK"sv : "FAIL"sv) |
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<< ": " << infoLog.data() << '\n'; |
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} |
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BufferObject::BufferObject() |
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{ |
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glGenBuffers(1, &bufferId); |
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} |
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BufferObject::~BufferObject() |
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{ |
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glDeleteBuffers(1, &bufferId); |
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} |
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} |