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Offers a less error-prone route to attribute binding.
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@ -46,6 +46,20 @@ GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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}
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}
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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init(vertex_shader, fragment_shader, attribute_bindings);
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}
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names) {
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std::vector<AttributeBinding> bindings;
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GLuint index = 0;
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for(const auto &name: binding_names) {
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bindings.emplace_back(name, index);
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++index;
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}
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init(vertex_shader, fragment_shader, bindings);
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}
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void Shader::init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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shader_program_ = glCreateProgram();
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shader_program_ = glCreateProgram();
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const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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@ -34,6 +34,7 @@ public:
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};
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};
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struct AttributeBinding {
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struct AttributeBinding {
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AttributeBinding(const std::string &name, GLuint index) : name(name), index(index) {}
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const std::string name;
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const std::string name;
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const GLuint index;
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const GLuint index;
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};
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};
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@ -45,6 +46,13 @@ public:
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@param attribute_bindings A vector of attribute bindings.
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@param attribute_bindings A vector of attribute bindings.
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*/
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*/
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings = {});
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings = {});
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/*!
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Attempts to compile a shader, throwing @c VertexShaderCompilationError, @c FragmentShaderCompilationError or @c ProgramLinkageError upon failure.
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@param vertex_shader The vertex shader source code.
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@param fragment_shader The fragment shader source code.
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@param binding_names A list of attributes to generate bindings for; these will be given indices 0...n-1.
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*/
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Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<std::string> &binding_names);
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~Shader();
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~Shader();
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/*!
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/*!
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@ -109,6 +117,8 @@ public:
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void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values);
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void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values);
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private:
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private:
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void init(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings);
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GLuint compile_shader(const std::string &source, GLenum type);
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GLuint compile_shader(const std::string &source, GLenum type);
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GLuint shader_program_;
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GLuint shader_program_;
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@ -179,12 +179,12 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() const {
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vertex_shader,
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vertex_shader,
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fragment_shader + "}",
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fragment_shader + "}",
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{
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{
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{"startDataX", 0},
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"startDataX",
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{"startClock", 1},
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"startClock",
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{"endDataX", 2},
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"endDataX",
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{"endClock", 3},
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"endClock",
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{"dataY", 4},
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"dataY",
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{"lineY", 5},
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"lineY",
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}
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}
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));
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));
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}
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}
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@ -491,14 +491,14 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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vertex_shader,
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vertex_shader,
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fragment_shader,
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fragment_shader,
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{
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{
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{"startPoint", 0},
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"startPoint",
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{"endPoint", 1},
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"endPoint",
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{"startClock", 2},
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"startClock",
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{"endClock", 3},
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"endClock",
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{"lineY", 4},
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"lineY",
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{"lineCompositeAmplitude", 5},
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"lineCompositeAmplitude",
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{"startCompositeAngle", 6},
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"startCompositeAngle",
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{"endCompositeAngle", 7},
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"endCompositeAngle"
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}
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}
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);
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);
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