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344
application/target/shader.c
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344
application/target/shader.c
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/*
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* This file is automaticaly generated, Please dont edit this file!
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*/
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#include <shader.h>
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void shader_checkShaderForErrors( shader * this, GLuint shader ) {
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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 maxLength = 0;
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glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength );
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GLchar errorMessage[ maxLength ];
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glGetShaderInfoLog( shader, maxLength, &maxLength, errorMessage );
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printf("Error: %s\n\n", errorMessage);
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glDeleteShader( shader );
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return;
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}
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}
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void shader_createFromFile( shader * this, char * vertexShaderPath, char * fragmentShaderPath ) {
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text * vertexShaderSource = fileSystem_readFile( filesystem, vertexShaderPath, "utf8" );
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text * fragmentShaderSource = fileSystem_readFile( filesystem, fragmentShaderPath, "utf8" );
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource( vertexShader, 1, &vertexShaderSource->value, NULL );
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glCompileShader( vertexShader );
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shader_checkShaderForErrors( this, vertexShader );
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GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
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glShaderSource( fragmentShader, 1, &fragmentShaderSource->value, NULL );
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glCompileShader( fragmentShader );
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shader_checkShaderForErrors( this, fragmentShader );
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GLint program = glCreateProgram();
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glAttachShader( program, fragmentShader );
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glAttachShader( program, vertexShader );
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glLinkProgram( program );
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glUseProgram( program );
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int attributeCount = 0;
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GLsizei bufSize = 64;
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GLsizei length;
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GLint size;
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GLenum type;
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glGetProgramiv( program, GL_ACTIVE_ATTRIBUTES, &attributeCount );
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printf("Active Attributes: %d\n", attributeCount );
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for (int i = 0; i < attributeCount; i++)
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{
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GLenum type;
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attribute attributeInstance = attribute_new();
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glGetActiveAttrib( program, ( GLuint ) i, bufSize, &length, &size, &type, attributeInstance.name);
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printf("Attribute #%d Type: %u Name: %s\n", i, type, attributeInstance.name);
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GLint attributeLocation = glGetAttribLocation( program, attributeInstance.name );
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glEnableVertexAttribArray( attributeLocation );
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attributeInstance.location = attributeLocation;
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attributeInstance.type = type;
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array_add( this->attributes, &attributeInstance );
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}
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printf("attributes count: %i\n", array_length( this->attributes ));
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int uniformCount = 0;
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glGetProgramiv( program, GL_ACTIVE_UNIFORMS, &uniformCount );
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printf( "Active Uniforms: %d\n", uniformCount );
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for (int i = 0; i < uniformCount; i++)
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{
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uniform * uniformInstance = uniform_newPointer();
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GLenum type;
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GLchar name[bufSize];
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glGetActiveUniform( program, ( GLuint ) i, bufSize, &length, &size, &type, uniformInstance->name );
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printf( "Uniform #%d Type: %u Name: %s\n", i, type, uniformInstance->name );
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GLint uniformLocation = glGetUniformLocation( program, uniformInstance->name );
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uniformInstance->location = uniformLocation;
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uniformInstance->type = type;
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array_add( this->uniforms, uniformInstance );
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}
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printf("uniforms count: %i\n", array_length( this->uniforms ));
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}
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struct attribute * shader_getAttributeByName( shader * this, char * attributeName ) {
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int attributeCount = array_length( this->attributes );
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for ( int i = 0; i < attributeCount; ++i )
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{
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uniform * currentAttribute = array_get( this->attributes, i );
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char * currentAttributeName = ( char * ) currentAttribute->name;
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if( char_operator_compare( currentAttributeName , attributeName) ) {
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return currentAttribute;
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}
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}
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}
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void shader_setUniform( shader * this, char * name, void * value ) {
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int uniformCount = array_length( this->uniforms );
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for (int i = 0; i < uniformCount; ++i)
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{
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uniform * currentUniform = array_get( this->uniforms, i );
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char * uniformName = (char *)currentUniform->name;
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if( char_operator_compare( uniformName , name) ) {
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switch( currentUniform->type ) {
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case GL_FLOAT_VEC2:
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vector2 * vector2Value = ( vector2 * ) value;
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glUniform2f( currentUniform->location, vector2Value->x, vector2Value->y );
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break;
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case GL_FLOAT_VEC3:
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vector3 * vector3Value = ( vector3 * ) value;
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glUniform3f( currentUniform->location, vector3Value->x, vector3Value->y, vector3Value->z );
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break;
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}
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}
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}
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}
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shader shader_new() {
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shader instance;
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instance.__classIndex = 8;
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instance.uniforms = array_newPointer();
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instance.attributes = array_newPointer();
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return instance;
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}
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shader * shader_newPointer() {
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struct shader * pointer = malloc( sizeof ( struct shader ) );
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pointer->__classIndex = 8;
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pointer->uniforms = array_newPointer();
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pointer->attributes = array_newPointer();
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return pointer;
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}
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uniform uniform_new() {
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uniform instance;
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instance.__classIndex = 9;
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return instance;
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}
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uniform * uniform_newPointer() {
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struct uniform * pointer = malloc( sizeof ( struct uniform ) );
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pointer->__classIndex = 9;
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return pointer;
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}
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attribute attribute_new() {
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attribute instance;
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instance.__classIndex = 10;
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return instance;
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}
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attribute * attribute_newPointer() {
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struct attribute * pointer = malloc( sizeof ( struct attribute ) );
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pointer->__classIndex = 10;
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return pointer;
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}
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