minor refactor
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43f9516870
commit
97479d5201
@ -52,10 +52,11 @@ bool assetload::shader(
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std::string vertexSource = files::read_string(vertexFile);
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std::string fragmentSource = files::read_string(fragmentFile);
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Shader* shader = Shader::loadShader(
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Shader* shader = Shader::create(
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vertexFile.string(),
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fragmentFile.string(),
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vertexSource, fragmentSource);
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vertexSource, fragmentSource
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);
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if (shader == nullptr) {
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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@ -12,12 +12,7 @@
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#include "../coders/GLSLExtension.h"
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using std::cerr;
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using std::endl;
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using glm::vec2;
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using glm::vec3;
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using std::string;
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using std::filesystem::path;
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namespace fs = std::filesystem;
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GLSLExtension* Shader::preprocessor = new GLSLExtension();
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@ -25,106 +20,108 @@ Shader::Shader(unsigned int id) : id(id){
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}
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Shader::~Shader(){
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glDeleteProgram(id);
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glDeleteProgram(id);
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}
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void Shader::use(){
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glUseProgram(id);
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glUseProgram(id);
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}
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void Shader::uniformMatrix(string name, glm::mat4 matrix){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
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void Shader::uniformMatrix(std::string name, glm::mat4 matrix){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(matrix));
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}
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void Shader::uniform1i(string name, int x){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform1i(transformLoc, x);
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void Shader::uniform1i(std::string name, int x){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform1i(transformLoc, x);
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}
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void Shader::uniform1f(string name, float x){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform1f(transformLoc, x);
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void Shader::uniform1f(std::string name, float x){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform1f(transformLoc, x);
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}
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void Shader::uniform2f(string name, float x, float y){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform2f(transformLoc, x, y);
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void Shader::uniform2f(std::string name, float x, float y){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform2f(transformLoc, x, y);
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}
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void Shader::uniform2f(string name, vec2 xy){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform2f(transformLoc, xy.x, xy.y);
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void Shader::uniform2f(std::string name, glm::vec2 xy){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform2f(transformLoc, xy.x, xy.y);
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}
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void Shader::uniform3f(string name, float x, float y, float z){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, x,y,z);
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void Shader::uniform3f(std::string name, float x, float y, float z){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, x,y,z);
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}
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void Shader::uniform3f(string name, vec3 xyz){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
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void Shader::uniform3f(std::string name, glm::vec3 xyz){
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GLuint transformLoc = glGetUniformLocation(id, name.c_str());
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glUniform3f(transformLoc, xyz.x, xyz.y, xyz.z);
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}
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Shader* Shader::loadShader(string vertexFile,
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string fragmentFile,
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string vertexCode,
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string fragmentCode) {
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vertexCode = preprocessor->process(path(vertexFile), vertexCode);
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fragmentCode = preprocessor->process(path(fragmentFile), fragmentCode);
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Shader* Shader::create(
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std::string vertexFile,
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std::string fragmentFile,
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std::string vertexCode,
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std::string fragmentCode
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) {
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vertexCode = preprocessor->process(fs::path(vertexFile), vertexCode);
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fragmentCode = preprocessor->process(fs::path(fragmentFile), fragmentCode);
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar* fShaderCode = fragmentCode.c_str();
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const GLchar* vShaderCode = vertexCode.c_str();
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const GLchar* fShaderCode = fragmentCode.c_str();
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GLuint vertex, fragment;
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GLint success;
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GLchar infoLog[512];
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GLuint vertex, fragment;
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GLint success;
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GLchar infoLog[512];
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// Vertex Shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, nullptr);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success){
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glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
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cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << endl;
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cerr << infoLog << endl;
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return nullptr;
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}
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// Vertex Shader
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, nullptr);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success){
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glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
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std::cerr << "SHADER::VERTEX: compilation failed: " << vertexFile << std::endl;
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std::cerr << infoLog << std::endl;
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return nullptr;
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}
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// Fragment Shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, nullptr);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success){
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glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
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cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << endl;
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cerr << infoLog << endl;
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return nullptr;
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}
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// Fragment Shader
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, nullptr);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success){
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glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
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std::cerr << "SHADER::FRAGMENT: compilation failed: " << vertexFile << std::endl;
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std::cerr << infoLog << std::endl;
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return nullptr;
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}
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// Shader Program
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GLuint id = glCreateProgram();
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glAttachShader(id, vertex);
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glAttachShader(id, fragment);
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glLinkProgram(id);
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// Shader Program
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GLuint id = glCreateProgram();
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glAttachShader(id, vertex);
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glAttachShader(id, fragment);
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glLinkProgram(id);
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glGetProgramiv(id, GL_LINK_STATUS, &success);
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if (!success){
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glGetProgramInfoLog(id, 512, nullptr, infoLog);
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cerr << "SHADER::PROGRAM: linking failed" << endl;
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cerr << infoLog << endl;
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glGetProgramiv(id, GL_LINK_STATUS, &success);
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if (!success){
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glGetProgramInfoLog(id, 512, nullptr, infoLog);
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std::cerr << "SHADER::PROGRAM: linking failed" << std::endl;
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std::cerr << infoLog << std::endl;
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return nullptr;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return nullptr;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return new Shader(id);
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return new Shader(id);
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}
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@ -8,23 +8,27 @@ class GLSLExtension;
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class Shader {
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public:
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static GLSLExtension* preprocessor;
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unsigned int id;
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static GLSLExtension* preprocessor;
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unsigned int id;
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Shader(unsigned int id);
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~Shader();
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Shader(unsigned int id);
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~Shader();
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void use();
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void uniformMatrix(std::string name, glm::mat4 matrix);
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void uniform1i(std::string name, int x);
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void uniform1f(std::string name, float x);
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void uniform2f(std::string name, float x, float y);
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void uniform2f(std::string name, glm::vec2 xy);
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void uniform3f(std::string name, float x, float y, float z);
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void uniform3f(std::string name, glm::vec3 xyz);
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void use();
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void uniformMatrix(std::string name, glm::mat4 matrix);
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void uniform1i(std::string name, int x);
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void uniform1f(std::string name, float x);
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void uniform2f(std::string name, float x, float y);
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void uniform2f(std::string name, glm::vec2 xy);
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void uniform3f(std::string name, float x, float y, float z);
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void uniform3f(std::string name, glm::vec3 xyz);
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static Shader* loadShader(std::string vertexFile, std::string fragmentFile,
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std::string vertexSource, std::string fragmentSource);
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static Shader* create(
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std::string vertexFile,
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std::string fragmentFile,
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std::string vertexSource,
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std::string fragmentSource
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);
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};
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#endif /* GRAPHICS_SHADER_H_ */
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