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#include "shader.h" |
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#include "shader_vars.h" |
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|
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namespace shader { |
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|
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refcounted::~refcounted () |
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{ |
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#if 0 |
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if (refcnt) |
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abort (); |
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#endif |
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} |
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|
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void refcounted::refcnt_dec () const |
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{ |
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if (!--refcnt) |
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delete this; // quite a bit of code... |
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} |
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|
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const char str_float [] = "float"; |
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const char str_vec2 [] = "vec2"; |
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const char str_vec3 [] = "vec3"; |
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const char str_vec4 [] = "vec4"; |
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const char str_mat2 [] = "mat2"; |
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const char str_mat3 [] = "mat3"; |
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const char str_mat4 [] = "mat4"; |
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|
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const char str_sampler_1d [] = "sampler1D"; |
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const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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const char str_sampler_2d [] = "sampler2D"; |
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const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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const char str_sampler_2d_rect [] = "sampler2DRect"; |
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const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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const char str_sampler_3d [] = "sampler3D"; |
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const char str_sampler_3d_rect [] = "sampler3DRect"; |
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const char str_sampler_cube [] = "samplerCube"; |
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|
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unsigned int var_i::next_id = 0; |
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|
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var_i::var_i (const char *typestr) |
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: typestr (typestr) |
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{ |
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//param = cgCreateParameter (cg_context, cgtype); |
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} |
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|
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var_i::~var_i () |
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{ |
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//cgDestroyParameter (param); |
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} |
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|
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stream_i::stream_i (const char *strtype) |
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: var_i (strtype) |
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{ |
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sprintf (name, "V%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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} |
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|
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temporary_i::temporary_i (const char *strtype) |
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: var_i (strtype) |
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{ |
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sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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} |
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|
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uniform_i::uniform_i (const char *strtype) |
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: var_i (strtype), dirty (true) |
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{ |
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sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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} |
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|
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fragment_string_i::~fragment_string_i () |
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{ |
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free (str); |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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void var_i::build_decl (ostringstream &b) |
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{ |
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b << typestr << ' ' << name; |
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} |
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|
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void uniform_i::build_decl (ostringstream &b) |
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{ |
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b << "uniform " << typestr << ' ' << name; |
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} |
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|
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void stream_i::build_decl (ostringstream &b) |
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{ |
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b << typestr << ' ' << name; |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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void glvar_i::build (shader_builder &b) |
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{ |
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b << name; |
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} |
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|
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void var_i::build (shader_builder &b) |
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{ |
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b << name; |
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} |
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|
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void uniform_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
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b.refs.push_back (*this); |
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} |
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|
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void stream_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
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b.streams.push_back (*this); |
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} |
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|
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void temporary_i::build (shader_builder &b) |
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{ |
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var_i::build (b); |
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|
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if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
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b.temps.push_back (*this); |
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} |
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|
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void fragment_vector_i::build (shader_builder &b) |
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{ |
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for (vector<fragment>::iterator i = begin (); i != end (); i++) |
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(*i)->build (b); |
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} |
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|
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void fragment_const_string_i::build (shader_builder &b) |
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{ |
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b << str; |
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} |
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|
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void fragment_string_i::build (shader_builder &b) |
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{ |
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b << str; |
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} |
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|
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#if 0 |
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void statement_i::build (shader_builder &b) |
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{ |
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b << " "; |
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fragment_vector_i::build (b); |
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b << ";\n"; |
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} |
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#endif |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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shader_object_i *cur = 0; |
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|
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shader_object_i::shader_object_i (GLenum type) |
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: type (type) |
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{ |
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id = glCreateShaderObjectARB (type); |
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} |
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|
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shader_object_i::~shader_object_i () |
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{ |
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glDeleteObjectARB (id); |
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} |
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|
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void shader_object_i::start () |
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{ |
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clear (); |
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cur = this; |
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} |
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|
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void shader_object_i::stop () |
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{ |
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cur = 0; |
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} |
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|
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string shader_object_i::source () |
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{ |
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shader_builder b; |
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build (b); |
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ostringstream os; |
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|
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for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
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{ |
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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|
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// not neccessary right now, as GLSL is rich on predefinitions |
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for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
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{ |
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os << "attribute "; |
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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|
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os << "\nvoid main (void)\n{\n"; |
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|
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for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
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{ |
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os << " "; |
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(*i)->build_decl (os); |
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os << ";\n"; |
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} |
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|
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os << "\n"; |
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os << b.source.str (); |
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os << "}\n"; |
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|
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return os.str (); |
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} |
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|
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void shader_object_i::compile () |
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{ |
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string src = source (); |
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const char *sptr = src.data (); |
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const int slen = src.size (); |
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|
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printf ("SOURCE<%s>\n", src.c_str ()); |
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abort (); |
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glShaderSourceARB (id, 1, &sptr, &slen); |
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glCompileShaderARB (id); |
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|
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GLint compiled; |
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glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); |
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|
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if (!compiled) |
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{ |
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char infolog[8192]; |
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glGetInfoLogARB (id, 8192, NULL, infolog); |
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printf ("SOURCE<%s>\n", src.c_str ()); |
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printf ("INFOLOG<%s>\n", infolog); |
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abort (); |
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} |
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} |
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|
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void sl_func0::begin () const |
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{ |
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cur->append_string (name_par); |
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} |
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|
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void sl_func0::comma () const |
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{ |
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cur->append (str_comma); |
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} |
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|
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void sl_func0::end () const |
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{ |
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str_rpar (); |
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} |
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|
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void sl_float::operator ()() const |
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{ |
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char s[20]; |
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sprintf (s, "%g", c); |
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cur->append_string (s); |
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} |
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|
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const sl_convert<vec2>::T sl_convert<vec2>::convert (const vec2 &v) |
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{ |
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sl_string<60> s; |
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sprintf (s.str, "vec2 (%g, %g)", v.x, v.y); |
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return s; |
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} |
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|
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const sl_convert<vec3>::T sl_convert<vec3>::convert (const vec3 &v) |
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{ |
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sl_string<80> s; |
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sprintf (s.str, "vec3 (%g, %g, %g)", v.x, v.y, v.z); |
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return s; |
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} |
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|
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const sl_convert<vec4>::T sl_convert<vec4>::convert (const vec4 &v) |
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{ |
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sl_string<100> s; |
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sprintf (s.str, "vec4 (%g, %g, %g, %g)", v.x, v.y, v.z, v.w); |
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return s; |
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} |
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|
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const fragment_const_string str_2sp (" "); |
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const fragment_const_string str_equal (" = "); |
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const fragment_const_string str_comma (", "); |
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const fragment_const_string str_endl (";\n"); |
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|
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const sl_append_const_string str_plus (" + "); |
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const sl_append_const_string str_minus (" - "); |
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const sl_append_const_string str_mul (" * "); |
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const sl_append_const_string str_div (" / "); |
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|
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const sl_append_const_string str_lpar ("("); |
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const sl_append_const_string str_rpar (")"); |
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|
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void swizzle_mask (sl_string<7> &s, int mask) |
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{ |
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static const char channel[4] = { 'x', 'y', 'z', 'w' }; |
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|
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char *str = s.str; |
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|
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*str++ = ')'; |
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*str++ = '.'; |
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|
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while (mask) |
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{ |
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int c = mask % 5; |
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mask /= 5; |
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|
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if (c) |
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*str++ = channel[c - 1]; |
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} |
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|
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*str++ = 0; |
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} |
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|
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|
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# define SHADER_FUNC0(name) \ |
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template<typename A> \ |
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inline const sl_expr<sl_func0> \ |
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name () \ |
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{ \ |
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return sl_func0 (#name " ("); \ |
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} |
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|
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# define SHADER_FUNC1(name) \ |
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template<typename A> \ |
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inline const sl_expr< sl_func1<typename sl_convert<A>::T> > \ |
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name (const A &a) \ |
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{ \ |
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return sl_func1<typename sl_convert<A>::T> (#name " (", sl_convert<A>::convert (a));\ |
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} |
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|
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# define SHADER_FUNC2(name) \ |
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template<typename A, typename B> \ |
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inline const sl_expr< sl_func2<typename sl_convert<A>::T, typename sl_convert<B>::T> > \ |
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name (const A &a, const B &b) \ |
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{ \ |
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return sl_func2<typename sl_convert<A>::T, typename sl_convert<B>::T> (#name " (", sl_convert<A>::convert (a), sl_convert<B>::convert (b));\ |
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} |
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|
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# define SHADER_FUNC3(name) \ |
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template<typename A, typename B, typename C> \ |
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inline const sl_expr< sl_func3<typename sl_convert<A>::T, typename sl_convert<B>::T, typename sl_convert<C>::T> > \ |
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name (const A &a, const B &b, const C &c) \ |
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{ \ |
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return sl_func3<typename sl_convert<A>::T, typename sl_convert<B>::T, typename sl_convert<C>::T> (#name " (", sl_convert<A>::convert (a), sl_convert<B>::convert (b), sl_convert<C>::convert (c));\ |
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} |
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|
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# define SHADER_FUNC4(name) \ |
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template<typename A, typename B, typename C, typename D> \ |
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inline const sl_expr< sl_func3<typename sl_convert<A>::T, typename sl_convert<B>::T, typename sl_convert<C>::T, typename sl_convert<D>::T > > \ |
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name (const A &a, const B &b, const C &c, const D &d) \ |
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{ \ |
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return sl_func3<typename sl_convert<A>::T, typename sl_convert<B>::T, typename sl_convert<D>::T>> (#name " (", sl_convert<A>::convert (a), sl_convert<B>::convert (b), sl_convert<C>::convert (c), sl_convert<D>::convert (d));\ |
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} |
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|
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SHADER_FUNC1 (normalize); |
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SHADER_FUNC2 (dot); |
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SHADER_FUNC2 (tex2D); |
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SHADER_FUNC3 (tex2D); |
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|
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# undef SHADER_FUNC1 |
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|
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void debdebdebdebug ()//D |
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{ |
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vertex_shader vsh; |
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|
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vsh->start (); |
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|
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temp_4f lightpos; |
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temp_3f wpos; |
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|
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lightpos = vec4 (10, -10, 0, 1); |
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wpos = xyz (gl.model_view_matrix * vin.vertex); |
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vout.position = gl.model_view_matrix_inverse_transpose * vin.vertex; |
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vout.tex_coord[0] = vin.tex_coord[0]; |
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vout.tex_coord[1] = normalize (lightpos - wpos); |
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vout.tex_coord[2] = normalize (wpos); |
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vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); |
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vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); |
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|
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vsh->end (); |
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vsh->compile (); |
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} |
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|
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} |
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|