* make EmptyRadius::HasRadius returns false
* make gl/Shader and gl/Program* a bit easier to use: - automatic object creation - add Uniform() overloads for vcg::Point*f types
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79ef95435a
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@ -501,11 +501,11 @@ public:
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typedef float RadiusType;
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typedef RadiusType ScalarType;
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RadiusType &R(){ static ScalarType v = 0.0; assert(0); return v; }
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const RadiusType &cR() const { static const ScalarType & v = 0.0; assert(0); return v; }
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RadiusType &R(){ static ScalarType v = 0.0; assert(0 && "the radius component is not available"); return v; }
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const RadiusType &cR() const { static const ScalarType v = 0.0; assert(0 && "the radius component is not available"); return v; }
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static bool HasRadius() { return true; }
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static bool HasRadiusOcf() { return true; }
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static bool HasRadius() { return false; }
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static bool HasRadiusOcf() { return false; }
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static void Name(std::vector<std::string> & name){ T::Name(name);}
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};
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@ -6,6 +6,9 @@
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#include <set>
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#include "gl_object.h"
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#include "../../vcg/space/point2.h"
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#include "../../vcg/space/point3.h"
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#include "../../vcg/space/point4.h"
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class Shader : public GLObject, public Bindable
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{
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@ -49,6 +52,9 @@ public:
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void SetSource(const char * src)
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{
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if (this->objectID==0)
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Gen();
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this->flags |= SOURCE_DIRTY;
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this->compiled = false;
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this->source = src;
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@ -59,6 +65,9 @@ public:
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bool LoadSource(const char * fileName)
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{
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if (this->objectID==0)
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Gen();
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this->flags |= SOURCE_DIRTY;
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this->compiled = false;
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FILE * f = fopen(fileName, "rb");
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@ -375,6 +384,8 @@ public:
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void Attach(Shader * shd)
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{
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if (this->objectID==0)
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Gen();
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this->shaders.insert(shd);
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this->linked = false;
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glAttachShader(this->objectID, shd->ObjectID());
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@ -405,15 +416,19 @@ public:
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bool Link(void)
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{
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bool ok = true;
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for (std::set<Shader *>::iterator it=this->shaders.begin(); it!=this->shaders.end(); ++it)
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{
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Shader * shd = (*it);
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if (!shd->IsCompiled())
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{
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shd->Compile();
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ok = shd->Compile() && ok;
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}
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}
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if (!ok)
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return false;
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glLinkProgram(this->objectID);
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GLint cm = 0;
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@ -487,6 +502,24 @@ public:
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glUniform4f(loc, x, y, z, w);
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}
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void Uniform(const char * name, const vcg::Point3f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform2fv(loc, 1, p.V());
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}
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void Uniform(const char * name, const vcg::Point2f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform3fv(loc, 1, p.V());
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}
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void Uniform(const char * name, const vcg::Point4f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform4fv(loc, 1, p.V());
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}
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void Parameter(GLenum pname, int value)
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{
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glProgramParameteriEXT(this->objectID, pname, value);
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@ -525,19 +558,27 @@ public:
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void SetSources(const char * vsrc, const char * fsrc)
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{
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if (vsrc) {
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this->vshd.SetSource(vsrc);
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this->fshd.SetSource(fsrc);
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this->prog.Attach(&(this->vshd));
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}
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if (fsrc) {
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this->fshd.SetSource(fsrc);
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this->prog.Attach(&(this->fshd));
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}
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}
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void LoadSources(const char * vfile, const char * ffile)
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{
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if (vfile) {
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this->vshd.LoadSource(vfile);
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this->fshd.LoadSource(ffile);
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this->prog.Attach(&(this->vshd));
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}
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if (ffile) {
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this->fshd.LoadSource(ffile);
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this->prog.Attach(&(this->fshd));
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}
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}
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protected:
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void DoBind(void)
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