small fixes in shaders and small change in camera calls parameters
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parent
da4906452d
commit
60a1dfb781
104
src/shader.cpp
104
src/shader.cpp
@ -5,67 +5,77 @@
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Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource)
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{
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program = glCreateProgram();
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m_lastShaderError = NULL;
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m_lastProgramError = NULL;
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m_program = glCreateProgram();
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GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
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GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
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glAttachShader(program, vertexShaderId);
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glAttachShader(program, fragmentShaderId);
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glAttachShader(m_program, vertexShaderId);
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glAttachShader(m_program, fragmentShaderId);
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glBindAttribLocation(program, 0, "inPosition");
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glBindAttribLocation(program, 1, "inNormal");
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glBindAttribLocation(program, 2, "inTexCoord");
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glBindAttribLocation(program, 3, "inTangent");
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glBindAttribLocation(program, 4, "inBinormal");
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glBindAttribLocation(m_program, 0, "inPosition");
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glBindAttribLocation(m_program, 1, "inNormal");
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glBindAttribLocation(m_program, 2, "inTexCoord");
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glBindAttribLocation(m_program, 3, "inTangent");
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glBindAttribLocation(m_program, 4, "inBinormal");
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glLinkProgram(program);
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glLinkProgram(m_program);
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// check errors
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GLint linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
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if (!linked) {
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#ifdef RENDER_DEBUG
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std::cerr << "Program not linked" << std::endl;
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printProgramInfoLog(program);
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program = 0;
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#endif
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printProgramInfoLog(m_program);
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m_program = 0;
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}
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glDetachShader(program, vertexShaderId);
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glDetachShader(program, fragmentShaderId);
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glDetachShader(m_program, vertexShaderId);
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glDetachShader(m_program, fragmentShaderId);
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glDeleteShader(vertexShaderId);
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glDeleteShader(fragmentShaderId);
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}
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Shader::Shader(const std::string &vertexSource, const std::string &geometrySource, const std::string &fragmentSource)
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{
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program = glCreateProgram();
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m_lastShaderError = NULL;
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m_lastProgramError = NULL;
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m_program = glCreateProgram();
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GLuint vertexShaderId = createShader(vertexSource, GL_VERTEX_SHADER);
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GLuint geometryShaderId = createShader(geometrySource, GL_GEOMETRY_SHADER);
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GLuint fragmentShaderId = createShader(fragmentSource, GL_FRAGMENT_SHADER);
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glAttachShader(program, vertexShaderId);
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glAttachShader(program, geometryShaderId);
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glAttachShader(program, fragmentShaderId);
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glAttachShader(m_program, vertexShaderId);
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glAttachShader(m_program, geometryShaderId);
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glAttachShader(m_program, fragmentShaderId);
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glBindAttribLocation(program, 0, "inPosition");
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glBindAttribLocation(program, 1, "inNormal");
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glBindAttribLocation(program, 2, "inTexCoord");
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glBindAttribLocation(m_program, 0, "inPosition");
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glBindAttribLocation(m_program, 1, "inNormal");
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glBindAttribLocation(m_program, 2, "inTexCoord");
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glLinkProgram(program);
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glLinkProgram(m_program);
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// check errors
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GLint linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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glGetProgramiv(m_program, GL_LINK_STATUS, &linked);
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if (!linked) {
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#ifdef RENDER_DEBUG
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std::cerr << "Program not linked" << std::endl;
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printProgramInfoLog(program);
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program = 0;
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#endif
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printProgramInfoLog(m_program);
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m_program = 0;
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}
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glDetachShader(program, vertexShaderId);
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glDetachShader(program, geometryShaderId);
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glDetachShader(program, fragmentShaderId);
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glDetachShader(m_program, vertexShaderId);
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glDetachShader(m_program, geometryShaderId);
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glDetachShader(m_program, fragmentShaderId);
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glDeleteShader(vertexShaderId);
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glDeleteShader(geometryShaderId);
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glDeleteShader(fragmentShaderId);
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@ -74,9 +84,13 @@ Shader::Shader(const std::string &vertexSource, const std::string &geometrySourc
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Shader::~Shader()
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{
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bool ok;
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ok = glIsProgram(program);
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ok = glIsProgram(m_program);
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if(ok)
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glDeleteProgram(program);
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glDeleteProgram(m_program);
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if(m_lastShaderError != NULL)
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delete [] m_lastShaderError;
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if(m_lastProgramError != NULL)
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delete [] m_lastProgramError;
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}
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GLuint Shader::createShader(const std::string &source, GLenum shaderType)
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@ -91,6 +105,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
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GLint compiled;
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glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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#ifdef RENDER_DEBUG
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std::string type_str;
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switch(shaderType)
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{
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@ -106,6 +121,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
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}
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std::cerr << type_str << " shader not compiled : " << std::endl;
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std::cout << "Shader source :" << std::endl << source << std::endl;
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#endif
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printShaderInfoLog(shaderId);
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return 0;
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}
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@ -117,13 +133,15 @@ void Shader::printShaderInfoLog(GLuint shaderId)
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{
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int infoLogLen = 0;
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int charsWritten = 0;
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GLchar *infoLog;
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glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &infoLogLen);
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if (infoLogLen > 0) {
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infoLog = new GLchar[infoLogLen];
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glGetShaderInfoLog(shaderId, infoLogLen, &charsWritten, infoLog);
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std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
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delete [] infoLog;
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if(m_lastShaderError != NULL)
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delete [] m_lastShaderError;
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m_lastShaderError = new GLchar[infoLogLen];
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glGetShaderInfoLog(shaderId, infoLogLen, &charsWritten, m_lastShaderError);
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#ifdef RENDER_DEBUG
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std::cerr << "InfoLog:" << std::endl << m_lastShaderError << std::endl;
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#endif
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}
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}
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@ -131,25 +149,27 @@ void Shader::printProgramInfoLog(GLuint programId)
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{
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int infoLogLen = 0;
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int charsWritten = 0;
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GLchar *infoLog;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLogLen);
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if (infoLogLen > 0) {
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infoLog = new GLchar[infoLogLen];
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glGetProgramInfoLog(programId, infoLogLen, &charsWritten, infoLog);
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std::cerr << "InfoLog:" << std::endl << infoLog << std::endl;
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delete [] infoLog;
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if(m_lastProgramError != NULL)
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delete [] m_lastProgramError;
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m_lastProgramError = new GLchar[infoLogLen];
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glGetProgramInfoLog(programId, infoLogLen, &charsWritten, m_lastProgramError);
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#ifdef RENDER_DEBUG
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std::cerr << "InfoLog:" << std::endl << m_lastProgramError << std::endl;
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#endif
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}
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}
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GLuint Shader::getLocation(std::string attribName)
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{
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GLuint loc = glGetUniformLocation(program, attribName.c_str());
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GLuint loc = glGetUniformLocation(m_program, attribName.c_str());
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return loc;
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}
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void Shader::bind()
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{
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glUseProgram(program);
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glUseProgram(m_program);
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}
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void Shader::unbind()
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@ -7,17 +7,23 @@
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class Shader
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{
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GLuint program;
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protected:
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GLuint m_program;
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GLuint createShader(const std::string &source, GLenum shaderType);
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void printShaderInfoLog(GLuint shaderId);
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void printProgramInfoLog(GLuint programId);
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GLchar* m_lastShaderError;
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GLchar* m_lastProgramError;
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public:
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Shader(const std::string &vertexSource, const std::string &fragmentSource);
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Shader(const std::string &vertexSource, const std::string &geometrySource, const std::string &fragmentSource);
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~Shader();
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GLuint getLocation(std::string attribName);
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const char* getLastShaderError() { return m_lastShaderError; }
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const char* getLastProgramError() { return m_lastProgramError; }
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bool isValid() {return m_program != 0;}
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void bind();
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void unbind();
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void bindFloat(GLuint location, float val);
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@ -62,11 +62,11 @@ void TrackBallCamera::computeView()
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m_view = glm::lookAt(m_center - m_direction*m_dist, m_center, glm::vec3(0, 1, 0));
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}
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void TrackBallCamera::zoom(int nbUnits)
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void TrackBallCamera::zoom(float nbUnits)
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{
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while(nbUnits != 0)
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while(nbUnits != 0.f)
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{
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if(nbUnits > 0)
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if(nbUnits > 0.f)
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{
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m_dist *= DEFAULT_SCROLL_SPEED;
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--nbUnits;
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@ -21,8 +21,8 @@ public:
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void rotateCamera(float dx, float dy);
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void moveCamera(float dx, float dy);
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void moveCamera(const glm::vec3 &diff);
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void lookAt(const glm::vec3 &pos);
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void zoom(int nbScrolls);
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void lookAt(const glm::vec3 &pos);
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void zoom(float nbScrolls);
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void reset();
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glm::vec3 getDefaultPxInfo();
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};
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