2020-02-26 16:00:45 -08:00
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/*
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Title : Ducktaped GL: Shader
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Author: Edward R. Gonzalez
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Description:
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All the wrappers for the openGL shader related and and implementation of a basic light and phong shader.
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*/
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2020-02-21 05:34:43 -08:00
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#pragma once
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//DGL
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#include "DGL_Enum.hpp"
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#include "DGL_Types.hpp"
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#include "DGL_Buffers.hpp"
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#include "DGL_Space.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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// Forward Declarations
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void GetShaderInfo (ID<Shader > _shader , gSize _logLength , gSize* _infoLengthRef , char* _infoLogRef );
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void QueryShader (ID<Shader > _shaderToQuery , EShaderInfo _shaderInfoDesired, gInt* const _requestedInfoObject );
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void MakeShader (ID<Shader >& _shaderIDHolder , EShaderType _typeOfShader , uInt64 _numberOfStringElements , const char** const _sourceCode, gInt* const _lengthsOfStrings);
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void MakeShaderProgram(ID<ShaderProgram>& _shaderProgramIDHolder, ID<Shader> _vertexShader , ID<Shader> _fragShader );
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// Functions
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GLint ActiveUniforms(ID<Shader> _shaderToQueryForUniforms)
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{
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GLint uniforms;
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glGetProgramiv(_shaderToQueryForUniforms, GL_ACTIVE_UNIFORMS, &uniforms);
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for (int uniformIndex = 0; uniformIndex < uniforms; uniformIndex++)
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{
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int name_len = -1, num = -1;
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GLenum type = GL_ZERO;
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char name[100];
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glGetActiveUniform(_shaderToQueryForUniforms, GLuint(uniformIndex), sizeof(name) - 1, &name_len, &num, &type, name);
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name[name_len] = 0;
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}
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return uniforms;
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}
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void AttachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToAttach)
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{
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glAttachShader(_shaderProgram, _shaderToAttach);
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return;
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}
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void BindShaderSource(ID<Shader> _shader, gSize _numberOfStringElements, const char** _sourceCode, gInt* const _lengthsOfStrings)
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{
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glShaderSource(_shader, _numberOfStringElements, _sourceCode, _lengthsOfStrings); //Address(_sourceCode), Address(_lengthsOfStrings));
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return;
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}
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void CompileShader(ID<Shader> _shaderToCompile)
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{
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glCompileShader(_shaderToCompile);
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gInt Result = gInt(EBool::False);
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gSize InfoLogLength;
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QueryShader(_shaderToCompile, EShaderInfo::CompileStatus, &Result);
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if (!Result)
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{
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QueryShader(_shaderToCompile, EShaderInfo::InfoLogLength, &InfoLogLength);
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if (InfoLogLength > 0)
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{
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std::vector<char> ErrorMessage(InfoLogLength + 1);
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GetShaderInfo(_shaderToCompile, InfoLogLength, nullptr, &ErrorMessage.at(0));
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throw std::runtime_error(&ErrorMessage.at(0));
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}
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else
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{
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throw std::runtime_error("Shader compilation failed and did not get a proper info log.");
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}
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}
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return;
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}
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ID<Shader> CreateShader(EShaderType _typeOfShader)
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{
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return glCreateShader(GLenum(_typeOfShader));
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}
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ID<ShaderProgram> CreateShaderProgram()
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{
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return glCreateProgram();
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}
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void DeleteShader(ID<Shader> _shaderToDelete)
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{
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glDeleteShader(_shaderToDelete);
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return;
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}
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void DetachShader(ID<ShaderProgram> _shaderProgram, ID<Shader> _shaderToDetach)
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{
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glDetachShader(_shaderProgram, _shaderToDetach);
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return;
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}
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void GetShaderInfo(ID<Shader> _shader, gSize _logLength, gSize* const _infoLengthRef, char* _infoLogRef)
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{
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glGetShaderInfoLog(_shader, _logLength, _infoLengthRef, _infoLogRef);
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return;
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}
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void GetShaderProgramInfo(ID<ShaderProgram> _shaderProgram, gSize _logLength, gSize* const _infoLengthRef, char* _infoLogRef)
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{
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glGetProgramInfoLog(_shaderProgram, _logLength, _infoLengthRef, _infoLogRef);
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return;
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}
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ID<Matrix> GetUniformVariable(const ID<ShaderProgram> _programID, const char* _nameOfVariable)
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{
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return glGetUniformLocation(_programID, _nameOfVariable);
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}
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void LinkProgramShader(ID<ShaderProgram> _shaderProgramToLink)
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{
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glLinkProgram(_shaderProgramToLink);
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return;
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}
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void QueryShader(ID<Shader> _shaderToQuery, EShaderInfo _shaderInfoDesired, gInt* const _requestedInfoObject)
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{
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glGetShaderiv(_shaderToQuery, GLenum(_shaderInfoDesired), _requestedInfoObject);
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return;
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}
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void QueryShaderProgram(ID<ShaderProgram> _shaderToQuery, EShaderProgramInfo _shaderProgramInfoDesired, gInt* _requestedInfoObject)
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{
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glGetProgramiv(_shaderToQuery, GLenum(_shaderProgramInfoDesired), _requestedInfoObject);
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return;
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}
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ID<ShaderProgram> LoadShaders(const char* const _vertexShaderFilePath, const char* const _fragmentShaderFilePath)
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{
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using std::vector;
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string vertexShaderCode ;
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string fragmentShaderCode ;
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ifstream vertexShaderFileStream ;
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ifstream fragmentShaderFileStream;
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vertexShaderFileStream .open(_vertexShaderFilePath);
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fragmentShaderFileStream.open(_fragmentShaderFilePath);
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if (vertexShaderFileStream.is_open() and fragmentShaderFileStream.is_open())
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{
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stringstream vertSourceStrStream;
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stringstream fragSourceStrStream;
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vertSourceStrStream << vertexShaderFileStream .rdbuf();
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fragSourceStrStream << fragmentShaderFileStream.rdbuf();
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vertexShaderFileStream .close();
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fragmentShaderFileStream.close();
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vertexShaderCode = vertSourceStrStream.str();
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fragmentShaderCode = fragSourceStrStream.str();
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}
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else
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{
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throw std::runtime_error("Impossible to open% s.Are you in the right directory ? Don't forget to read the FAQ !");
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}
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const char* vertexSourcePtr = vertexShaderCode .c_str();
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const char* fragmentSourcePtr = fragmentShaderCode.c_str();
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cout << "Compiling shader: " << _vertexShaderFilePath << endl;
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ID<Shader> vertexShader = CreateShader(EShaderType::Vertex);
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BindShaderSource(vertexShader, 1, &vertexSourcePtr, NULL);
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CompileShader (vertexShader );
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cout << "Compiling shader: " << _fragmentShaderFilePath << endl;
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ID<Shader> fragmentShader = CreateShader(EShaderType::Fragment);
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BindShaderSource(fragmentShader, 1, &fragmentSourcePtr, NULL);
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CompileShader (fragmentShader );
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cout << "Making Shader Program and Linking..." << endl;
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ID<ShaderProgram> generatedProgram;
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MakeShaderProgram(generatedProgram, vertexShader, fragmentShader);
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DeleteShader(vertexShader );
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DeleteShader(fragmentShader);
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return generatedProgram;
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}
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void MakeShader
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(
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ID<Shader>& _shaderIDHolder ,
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EShaderType _typeOfShader ,
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gSize _numberOfStringElements,
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const char** const _sourceCode ,
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gInt* const _lengthsOfStrings
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)
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{
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_shaderIDHolder = CreateShader(_typeOfShader);
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BindShaderSource(_shaderIDHolder, _numberOfStringElements, _sourceCode, _lengthsOfStrings);
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CompileShader(_shaderIDHolder);
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return;
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}
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void MakeShaderProgram(ID<ShaderProgram>& _shaderProgramIDHolder, ID<Shader> _vertexShader, ID<Shader> _fragShader)
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{
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_shaderProgramIDHolder = CreateShaderProgram();
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AttachShader(_shaderProgramIDHolder, _vertexShader);
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AttachShader(_shaderProgramIDHolder, _fragShader );
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LinkProgramShader(_shaderProgramIDHolder);
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gInt Result = false;
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QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::LinkStatus, &Result);
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if (!Result)
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{
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gInt infoLogLength;
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QueryShaderProgram(_shaderProgramIDHolder, EShaderProgramInfo::InfoLogLength, &infoLogLength);
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if (infoLogLength > 0)
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{
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std::vector<char> ErrorMessage(infoLogLength + 1);
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GetShaderProgramInfo(_shaderProgramIDHolder, infoLogLength, NULL, &ErrorMessage.at(0));
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cout << (char*)&ErrorMessage[0] << endl;
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throw std::runtime_error(&ErrorMessage.at(0));
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}
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else
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{
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throw std::runtime_error("ShaderProgram compilation failed and did not get a proper info log.");
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}
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}
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DetachShader(_shaderProgramIDHolder, _vertexShader);
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DetachShader(_shaderProgramIDHolder, _fragShader );
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return;
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}
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// MVA: MatrixVariableArray
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void SetUniformVariable_MVA(ID<Matrix> _matrixID, gSize _numMatricies, gBoolean _shouldTransposeValues, const gFloat& _dataPtr)
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{
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glUniformMatrix4fv(_matrixID, _numMatricies, _shouldTransposeValues, &_dataPtr);
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return;
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}
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void SetUniformVariable_Vector3(ID<Vec3> _ID, gSize _num, const gFloat& _dataPtr)
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{
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glUniform3fv(_ID, _num, &_dataPtr);
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return;
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}
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void SetUniformVariable_Float(ID<gFloat> _ID, gFloat _data)
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{
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glUniform1f(_ID, _data);
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return;
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}
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void UseProgramShader(ID<ShaderProgram> _shaderProgramToUse)
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{
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glUseProgram(_shaderProgramToUse);
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return;
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}
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namespace Basic_LightShader
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{
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ID<ShaderProgram> Shader;
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ID<CoordSpace> ScreenSpaceVarID;
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void LoadShader()
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{
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Shader = LoadShaders("./Shaders/BasicLight.vert", "./Shaders/BasicLight.frag");
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ScreenSpaceVarID = GetUniformVariable(Shader, "ScreenSpaceTransform");
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return;
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}
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void Use(const CoordSpace& _lampTransform)
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{
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UseProgramShader(Shader);
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SetUniformVariable_MVA(ScreenSpaceVarID, 1, false, _lampTransform[0][0]);
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EnableVertexAttributeArray(0);
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EnableVertexAttributeArray(1);
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return;
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}
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void Stop()
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{
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DisableVertexAttributeArray(0);
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DisableVertexAttributeArray(1);
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return;
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}
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}
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struct Material_Phong
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{
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VecColor Color ;
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gFloat Ambience;
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gFloat Diffuse ;
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gFloat Specular;
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};
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namespace PhongShader
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{
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ID<ShaderProgram> ShaderID;
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ID<CoordSpace> ModelSpaceID, InverseModelSpaceID, ViewportID, ProjectionID;
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ID<Vec3> LightPositionID, ObjectColorID, LightColorID;
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ID<gFloat> AmbientStrengthID, DiffuseStrengthID, SpecularStrengthID;
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gInt VertexIndexID, NormalIndexID;
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void LoadShader()
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{
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ShaderID = LoadShaders("./Shaders/PhongShader.vert", "./Shaders/PhongShader.frag");
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InverseModelSpaceID = GetUniformVariable(ShaderID, "InverseModelSpace");
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ModelSpaceID = GetUniformVariable(ShaderID, "ModelSpace" );
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ProjectionID = GetUniformVariable(ShaderID, "Projection" );
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ViewportID = GetUniformVariable(ShaderID, "Viewport" );
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ObjectColorID = GetUniformVariable(ShaderID, "ObjectColor" );
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LightColorID = GetUniformVariable(ShaderID, "LightColor" );
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LightPositionID = GetUniformVariable(ShaderID, "LightPosition");
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AmbientStrengthID = GetUniformVariable(ShaderID, "AmbientStrength" );
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DiffuseStrengthID = GetUniformVariable(ShaderID, "DiffuseStrength" );
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SpecularStrengthID = GetUniformVariable(ShaderID, "SpecularStrength");
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return;
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}
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void Use
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(
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const CoordSpace& _projection ,
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const CoordSpace& _viewport ,
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const CoordSpace& _objectTransform,
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const Vector3& _lightPosition ,
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const Vector3& _lightColor ,
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const Material_Phong& _material
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)
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{
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CoordSpace inverseTransform = Inverse(_viewport * _objectTransform);
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UseProgramShader(ShaderID);
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SetUniformVariable_MVA(InverseModelSpaceID, 1, false, inverseTransform[0][0]);
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SetUniformVariable_MVA(ModelSpaceID , 1, false, _objectTransform[0][0]);
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SetUniformVariable_MVA(ProjectionID , 1, false, _projection [0][0]);
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SetUniformVariable_MVA(ViewportID , 1, false, _viewport [0][0]);
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SetUniformVariable_Vector3(LightPositionID, 1, _lightPosition[0]);
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SetUniformVariable_Vector3(ObjectColorID , 1, _material.Color[0]);
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SetUniformVariable_Vector3(LightColorID , 1, _lightColor [0]);
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SetUniformVariable_Float(AmbientStrengthID , _material.Ambience);
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SetUniformVariable_Float(DiffuseStrengthID , _material.Diffuse );
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SetUniformVariable_Float(SpecularStrengthID, _material.Specular);
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EnableVertexAttributeArray(0);
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EnableVertexAttributeArray(1);
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return;
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}
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void Stop()
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{
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DisableVertexAttributeArray(1);
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DisableVertexAttributeArray(0);
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return;
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}
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}
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void LoadDefaultShaders()
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{
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Basic_LightShader::LoadShader();
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PhongShader ::LoadShader();
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return;
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}
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}
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