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268 lines
8.9 KiB
C++
268 lines
8.9 KiB
C++
//
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// Shader.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 07/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "Shader.hpp"
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#include <cstdio>
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#include <cstring>
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using namespace OpenGL;
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namespace {
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// The below is disabled because it isn't context/thread-specific. Which makes it
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// fairly 'unuseful'.
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// Shader *bound_shader = nullptr;
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}
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GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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GLuint shader = glCreateShader(type);
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const char *c_str = source.c_str();
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glShaderSource(shader, 1, &c_str, NULL);
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glCompileShader(shader);
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#ifdef DEBUG
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GLint isCompiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE) {
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GLint logLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if(logLength > 0) {
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GLchar *log = new GLchar[static_cast<std::size_t>(logLength)];
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glGetShaderInfoLog(shader, logLength, &logLength, log);
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printf("Compile log:\n%s\n", log);
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delete[] log;
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}
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throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
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#endif
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return shader;
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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_program_ = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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glAttachShader(shader_program_, vertex);
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glAttachShader(shader_program_, fragment);
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for(auto &binding : attribute_bindings) {
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glBindAttribLocation(shader_program_, binding.index, binding.name.c_str());
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}
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glLinkProgram(shader_program_);
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#ifdef DEBUG
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GLint didLink = 0;
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glGetProgramiv(shader_program_, GL_LINK_STATUS, &didLink);
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if(didLink == GL_FALSE) {
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GLint logLength;
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glGetProgramiv(shader_program_, GL_INFO_LOG_LENGTH, &logLength);
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if(logLength > 0) {
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GLchar *log = new GLchar[static_cast<std::size_t>(logLength)];
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glGetProgramInfoLog(shader_program_, logLength, &logLength, log);
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printf("Link log:\n%s\n", log);
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delete[] log;
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}
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throw ProgramLinkageError;
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}
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#endif
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}
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Shader::~Shader() {
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// if(bound_shader == this) Shader::unbind();
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glDeleteProgram(shader_program_);
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}
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void Shader::bind() {
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// if(bound_shader != this) {
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glUseProgram(shader_program_);
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// bound_shader = this;
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// }
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flush_functions();
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}
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void Shader::unbind() {
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// bound_shader = nullptr;
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glUseProgram(0);
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}
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GLint Shader::get_attrib_location(const std::string &name) {
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return glGetAttribLocation(shader_program_, name.c_str());
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}
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GLint Shader::get_uniform_location(const std::string &name) {
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return glGetUniformLocation(shader_program_, name.c_str());
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}
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void Shader::enable_vertex_attribute_with_pointer(const std::string &name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor) {
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GLint location = get_attrib_location(name);
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glEnableVertexAttribArray((GLuint)location);
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glVertexAttribPointer((GLuint)location, size, type, normalised, stride, pointer);
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glVertexAttribDivisor((GLuint)location, divisor);
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}
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// The various set_uniforms...
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#define location() glGetUniformLocation(shader_program_, name.c_str())
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void Shader::set_uniform(const std::string &name, GLint value) {
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enqueue_function([name, value, this] {
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glUniform1i(location(), value);
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});
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}
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void Shader::set_uniform(const std::string &name, GLuint value) {
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enqueue_function([name, value, this] {
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glUniform1ui(location(), value);
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});
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}
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void Shader::set_uniform(const std::string &name, GLfloat value) {
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enqueue_function([name, value, this] {
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glUniform1f(location(), value);
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});
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}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2) {
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enqueue_function([name, value1, value2, this] {
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glUniform2i(location(), value1, value2);
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});
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}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2) {
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enqueue_function([name, value1, value2, this] {
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GLint location = location();
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glUniform2f(location, value1, value2);
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});
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}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2) {
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enqueue_function([name, value1, value2, this] {
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glUniform2ui(location(), value1, value2);
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});
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}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3) {
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enqueue_function([name, value1, value2, value3, this] {
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glUniform3i(location(), value1, value2, value3);
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});
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}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3) {
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enqueue_function([name, value1, value2, value3, this] {
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glUniform3f(location(), value1, value2, value3);
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});
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}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3) {
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enqueue_function([name, value1, value2, value3, this] {
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glUniform3ui(location(), value1, value2, value3);
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});
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}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4) {
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enqueue_function([name, value1, value2, value3, value4, this] {
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glUniform4i(location(), value1, value2, value3, value4);
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});
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}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4) {
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enqueue_function([name, value1, value2, value3, value4, this] {
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glUniform4f(location(), value1, value2, value3, value4);
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});
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}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4) {
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enqueue_function([name, value1, value2, value3, value4, this] {
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glUniform4ui(location(), value1, value2, value3, value4);
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});
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}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values) {
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std::size_t number_of_values = static_cast<std::size_t>(count) * static_cast<std::size_t>(size);
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GLint *values_copy = new GLint[number_of_values];
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std::memcpy(values_copy, values, sizeof(*values) * static_cast<std::size_t>(number_of_values));
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enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
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case 1: glUniform1iv(location(), count, values_copy); break;
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case 2: glUniform2iv(location(), count, values_copy); break;
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case 3: glUniform3iv(location(), count, values_copy); break;
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case 4: glUniform4iv(location(), count, values_copy); break;
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}
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delete[] values_copy;
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});
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}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values) {
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std::size_t number_of_values = static_cast<std::size_t>(count) * static_cast<std::size_t>(size);
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GLfloat *values_copy = new GLfloat[number_of_values];
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std::memcpy(values_copy, values, sizeof(*values) * static_cast<std::size_t>(number_of_values));
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enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
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case 1: glUniform1fv(location(), count, values_copy); break;
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case 2: glUniform2fv(location(), count, values_copy); break;
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case 3: glUniform3fv(location(), count, values_copy); break;
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case 4: glUniform4fv(location(), count, values_copy); break;
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}
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delete[] values_copy;
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});
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}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values) {
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std::size_t number_of_values = static_cast<std::size_t>(count) * static_cast<std::size_t>(size);
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GLuint *values_copy = new GLuint[number_of_values];
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std::memcpy(values_copy, values, sizeof(*values) * static_cast<std::size_t>(number_of_values));
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enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
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case 1: glUniform1uiv(location(), count, values_copy); break;
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case 2: glUniform2uiv(location(), count, values_copy); break;
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case 3: glUniform3uiv(location(), count, values_copy); break;
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case 4: glUniform4uiv(location(), count, values_copy); break;
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}
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delete[] values_copy;
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});
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}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values) {
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set_uniform_matrix(name, size, 1, transpose, values);
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}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values) {
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std::size_t number_of_values = static_cast<std::size_t>(count) * static_cast<std::size_t>(size) * static_cast<std::size_t>(size);
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GLfloat *values_copy = new GLfloat[number_of_values];
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std::memcpy(values_copy, values, sizeof(*values) * number_of_values);
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enqueue_function([name, size, count, transpose, values_copy, this] {
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GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
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switch(size) {
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case 2: glUniformMatrix2fv(location(), count, glTranspose, values_copy); break;
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case 3: glUniformMatrix3fv(location(), count, glTranspose, values_copy); break;
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case 4: glUniformMatrix4fv(location(), count, glTranspose, values_copy); break;
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}
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delete[] values_copy;
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});
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}
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void Shader::enqueue_function(std::function<void(void)> function) {
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std::lock_guard<std::mutex> function_guard(function_mutex_);
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enqueued_functions_.push_back(function);
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}
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void Shader::flush_functions() {
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std::lock_guard<std::mutex> function_guard(function_mutex_);
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for(std::function<void(void)> function : enqueued_functions_) {
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function();
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}
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enqueued_functions_.clear();
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}
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