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			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2010-2015 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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#include "graphics.h"
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#include <framework/core/application.h>
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#include <framework/core/resourcemanager.h>
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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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        g_logger.fatal("Unable to create GL shader");
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}
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Shader::~Shader()
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{
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#ifndef NDEBUG
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    assert(!g_app.isTerminated());
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#endif
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    if(g_graphics.ok())
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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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#ifndef OPENGL_ES
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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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        "precision highp float;\n";
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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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    glShaderSource(m_shaderId, 1, &c_source, NULL);
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    glCompileShader(m_shaderId);
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    int res = GL_FALSE;
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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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    try {
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        std::string sourceCode = g_resources.readFileContents(sourceFile);
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        return compileSourceCode(sourceCode);
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    } catch(stdext::exception& e) {
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        g_logger.error(stdext::format("unable to load shader source form file '%s': %s", sourceFile, e.what()));
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    }
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    return false;
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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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    int infoLogLength = 0;
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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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