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Add missing files
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#include "PixelEffect.h"
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#include "GLee.h"
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#include <limits>
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#include <sstream>
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#include <iostream>
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namespace
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{
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// temporarily attaches a shader program (for setting uniforms, etc)
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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{
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TemporaryAttacher(love::graphics::opengl::PixelEffect* sp) : s(sp)
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{
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glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
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s->attach();
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}
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~TemporaryAttacher() { glUseProgram(activeProgram); }
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love::graphics::opengl::PixelEffect* s;
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GLint activeProgram;
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};
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} // anonymous namespace
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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std::map<std::string, GLint> PixelEffect::_texture_unit_pool;
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GLint PixelEffect::_current_texture_unit = 0;
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GLint PixelEffect::_max_texture_units = 0;
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GLint PixelEffect::getTextureUnit(const std::string& name)
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{
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std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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if (it != _texture_unit_pool.end())
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return it->second;
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if (++_current_texture_unit >= _max_texture_units)
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throw love::Exception("No more texture units available");
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_texture_unit_pool[name] = _current_texture_unit;
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return _current_texture_unit;
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}
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PixelEffect::PixelEffect(const std::string& code)
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: _program(0), _code(code)
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{
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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loadVolatile();
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}
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bool PixelEffect::loadVolatile()
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{
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_program = glCreateProgram();
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (_program == 0)
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throw love::Exception("Cannot create shader program object.");
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GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
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// should only fail if this is called between a glBegin()/glEnd() pair
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if (shader == 0) {
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glDeleteProgram(_program);
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throw love::Exception("Cannot create shader object.");
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}
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// compile fragment shader code
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const char* src = _code.c_str();
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GLint strlen = _code.length();
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glShaderSource(shader, 1, (const GLchar**)&src, &strlen);
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glCompileShader(shader);
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GLint compile_ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
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if (GL_FALSE == compile_ok) {
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// get compiler error
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strlen);
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char *error_str = new char[strlen];
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glGetShaderInfoLog(shader, strlen, NULL, error_str);
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std::stringstream error_message;
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error_message << "Cannot compile shader:" << std::endl << std::string(error_str);
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// cleanup before throw
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delete[] error_str;
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glDeleteShader(shader);
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glDeleteProgram(_program);
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throw love::Exception(error_message.str().c_str());
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}
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// link fragment shader
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GLint link_ok;
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glAttachShader(_program, shader);
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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if (GL_FALSE == link_ok) {
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// this should not happen if compiling is ok, but one can never be too careful
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// get linker error
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std::stringstream error_message;
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error_message << "Cannot compile shader:" << std::endl << getWarnings();
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// cleanup before throw
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glDeleteShader(shader);
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glDeleteProgram(_program);
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throw love::Exception(error_message.str().c_str());
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}
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glDeleteShader(shader);
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return true;
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}
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PixelEffect::~PixelEffect()
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{
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unloadVolatile();
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}
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void PixelEffect::unloadVolatile()
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{
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glDeleteProgram(_program);
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}
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bool PixelEffect::isSupported()
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{
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return GLEE_VERSION_2_0 && GLEE_ARB_shader_objects && GLEE_ARB_fragment_shader;
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}
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std::string PixelEffect::getWarnings() const
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{
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GLint strlen;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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char *temp_str = new char[strlen];
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glGetProgramInfoLog(_program, strlen, NULL, temp_str);
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std::string warnings(temp_str);
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delete[] temp_str;
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return warnings;
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}
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void PixelEffect::attach()
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{
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glUseProgram(_program);
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}
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void PixelEffect::detach()
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{
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glUseProgram(0);
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}
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void PixelEffect::sendFloat(const std::string& name, int count, const GLfloat* vec)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (count < 1 || count > 4) {
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throw love::Exception("Invalid variable count: %d (expected 1-4).", count);
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}
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switch (count) {
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case 4:
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glUniform4fv(location, 1, vec);
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break;
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case 3:
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glUniform3fv(location, 1, vec);
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break;
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case 2:
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glUniform2fv(location, 1, vec);
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break;
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case 1:
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default:
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glUniform1fv(location, 1, vec);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendMatrix(const std::string& name, int size, const GLfloat* m)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 2 || size > 4) {
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throw love::Exception("Invalid matrix size: %dx%d "
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"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
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}
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switch (size) {
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case 4:
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glUniformMatrix4fv(location, 1, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(location, 1, GL_FALSE, m);
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break;
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case 2:
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default:
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glUniformMatrix2fv(location, 1, GL_FALSE, m);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendImage(const std::string& name, const Image& image)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, image.getTextureName());
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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void PixelEffect::sendFramebuffer(const std::string& name, const Framebuffer& fb)
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{
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GLint texture_unit = getTextureUnit(name);
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, fb.getTextureName());
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glUniform1i(location, texture_unit);
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// reset texture unit
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glActiveTexture(GL_TEXTURE0);
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// throw error if needed
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checkSetUniformError();
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}
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GLint PixelEffect::getUniformLocation(const std::string& name)
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{
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GLint location = glGetUniformLocation(_program, name.c_str());
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if (location == -1) {
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throw love::Exception(
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"Cannot get location of shader variable `%s'.\n"
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"A common error is to define but not use the variable.", name.c_str());
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}
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return location;
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}
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void PixelEffect::checkSetUniformError()
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{
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GLenum error_code = glGetError();
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if (GL_INVALID_OPERATION == error_code) {
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throw love::Exception(
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"Invalid operation:\n"
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"Trying to send more than one value to a float variable, or"
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"Size of shader variable does not match indicated size, or"
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"Invalid variable name.");
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}
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}
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} // opengl
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} // graphics
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} // love
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