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309 lines
8.5 KiB
C++
309 lines
8.5 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 <stdlib.h>
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#include <stdio.h>
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using namespace OpenGL;
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namespace {
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Shader *bound_shader = nullptr;
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}
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GLuint Shader::compile_shader(const char *source, GLenum type)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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#if defined(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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{
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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 = (GLchar *)malloc((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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free(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 char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings)
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{
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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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if(attribute_bindings)
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{
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while(attribute_bindings->name)
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{
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glBindAttribLocation(_shader_program, attribute_bindings->index, attribute_bindings->name);
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attribute_bindings++;
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}
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}
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glLinkProgram(_shader_program);
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#if defined(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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{
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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 = (GLchar *)malloc((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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free(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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{
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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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{
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if(bound_shader != this)
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{
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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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{
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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 GLchar *name)
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{
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return glGetAttribLocation(_shader_program, name);
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}
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GLint Shader::get_uniform_location(const GLchar *name)
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{
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return glGetUniformLocation(_shader_program, name);
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}
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void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor)
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{
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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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{
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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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{
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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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{
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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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{
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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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{
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enqueue_function([name, value1, value2, this] {
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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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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{
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size_t number_of_values = (size_t)count * (size_t)size;
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GLint *values_copy = new GLint[number_of_values];
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memcpy(values_copy, values, sizeof(*values) * (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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{
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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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{
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size_t number_of_values = (size_t)count * (size_t)size;
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GLfloat *values_copy = new GLfloat[number_of_values];
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memcpy(values_copy, values, sizeof(*values) * (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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{
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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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{
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size_t number_of_values = (size_t)count * (size_t)size;
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GLuint *values_copy = new GLuint[number_of_values];
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memcpy(values_copy, values, sizeof(*values) * (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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{
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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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{
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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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{
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size_t number_of_values = (size_t)count * (size_t)size * (size_t)size;
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GLfloat *values_copy = new GLfloat[number_of_values];
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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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{
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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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{
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_function_mutex.lock();
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_enqueued_functions.push_back(function);
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_function_mutex.unlock();
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}
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void Shader::flush_functions()
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{
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_function_mutex.lock();
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for(std::function<void(void)> function : _enqueued_functions)
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{
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function();
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}
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_enqueued_functions.clear();
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_function_mutex.unlock();
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}
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