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Code Restructuring to make mega-glest more standard
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@@ -1,111 +0,0 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Marti<74>o Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_GL_SHADERGL_H_
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#define _SHARED_GRAPHICS_GL_SHADERGL_H_
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#include <map>
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#include <vector>
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#include "shader.h"
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#include "opengl.h"
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using std::vector;
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using std::string;
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using std::pair;
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namespace Shared{ namespace Graphics{ namespace Gl{
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// =====================================================
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// class ShaderProgramGl
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// =====================================================
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class ShaderProgramGl: public ShaderProgram{
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private:
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typedef pair<string, int> AttributePair;
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typedef vector<AttributePair> Attributes;
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private:
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Attributes attributes;
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GLhandleARB handle;
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VertexShader *vertexShader;
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FragmentShader *fragmentShader;
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bool inited;
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public:
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ShaderProgramGl();
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GLhandleARB getHandle() const {return handle;}
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virtual void init();
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virtual void end();
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virtual void attach(VertexShader *vertexShader, FragmentShader *fragmentShader);
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virtual bool link(string &messages);
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virtual void activate();
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virtual void deactivate();
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virtual void setUniform(const string &name, int value);
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virtual void setUniform(const string &name, float value);
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virtual void setUniform(const string &name, const Vec2f &value);
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virtual void setUniform(const string &name, const Vec3f &value);
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virtual void setUniform(const string &name, const Vec4f &value);
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virtual void setUniform(const string &name, const Matrix3f &value);
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virtual void setUniform(const string &name, const Matrix4f &value);
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void bindAttribute(const string &name, int index);
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private:
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GLint getLocation(const string &name);
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};
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// =====================================================
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// class ShaderGl
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// =====================================================
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class ShaderGl: virtual public Shader{
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protected:
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GLhandleARB handle;
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ShaderSource source;
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bool inited;
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public:
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ShaderGl();
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const ShaderSource *getSource() const {return &source;}
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GLhandleARB getHandle() const {return handle;}
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virtual void load(const string &path);
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virtual bool compile(string &messages);
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virtual void end();
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};
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// =====================================================
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// class VertexShaderGl
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// =====================================================
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class VertexShaderGl: public VertexShader, public ShaderGl{
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public:
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virtual void init();
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};
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// =====================================================
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// class FragmentShaderGl
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// =====================================================
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class FragmentShaderGl: public FragmentShader, public ShaderGl{
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public:
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virtual void init();
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};
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}}}//end namespace
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#endif
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