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Removed unnecessary tabs from empty lines
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@@ -51,14 +51,14 @@ public:
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TYPE_FRAGMENT,
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TYPE_MAX_ENUM
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};
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// thin wrapper for GLSL source code.
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struct ShaderSource
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{
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std::string code;
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ShaderType type;
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};
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/**
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* Creates a new ShaderEffect using a list of source codes.
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* Must contain at least one vertex or fragment shader source.
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@@ -66,7 +66,7 @@ public:
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* @param shadersources Vector of shader source codes.
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**/
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ShaderEffect(const std::vector<ShaderSource> &shadersources);
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virtual ~ShaderEffect();
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// Implements Volatile
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@@ -79,23 +79,23 @@ public:
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* @param temporary True if we just want to send values to the shader with no intention of rendering.
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**/
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void attach(bool temporary = false);
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/**
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* Detach the currently bound ShaderEffect.
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* Causes OpenGL to use fixed functionality in place of shader programs.
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**/
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static void detach();
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/**
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* Returns any warnings this ShaderEffect may have generated.
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**/
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std::string getWarnings() const;
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/**
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* Returns the maximum GLSL version supported on this system.
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**/
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static std::string getGLSLVersion();
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/**
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* Returns whether ShaderEffects are supported on this system.
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**/
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@@ -111,7 +111,7 @@ public:
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* @param count Number of float or vector values.
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**/
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void sendFloat(const std::string &name, int size, const GLfloat *vec, int count);
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/**
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* Send at least one matrix to this ShaderEffect as a uniform.
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*
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@@ -121,7 +121,7 @@ public:
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* @param count Number of matrices to send.
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**/
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void sendMatrix(const std::string &name, int size, const GLfloat *m, int count);
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/**
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* Send an image to this ShaderEffect as a uniform.
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*
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@@ -129,7 +129,7 @@ public:
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* @param image The image to send.
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**/
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void sendImage(const std::string &name, const Image &image);
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/**
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* Send a canvas to this ShaderEffect as a uniform.
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*
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@@ -137,38 +137,37 @@ public:
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* @param canvas The canvas to send.
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**/
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void sendCanvas(const std::string &name, const Canvas &canvas);
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// pointer to currently active ShaderEffect.
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static ShaderEffect *current;
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private:
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GLint getUniformLocation(const std::string &name);
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void checkSetUniformError();
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GLuint createShader(const ShaderSource &source);
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void createProgram(const std::vector<GLuint> &shaderids);
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// list of all shader code attached to this ShaderEffect
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std::vector<ShaderSource> _shadersources;
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GLuint _program; // volatile
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// uniform location buffer map
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std::map<std::string, GLint> _uniforms;
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// total max GPU texture units for shaders
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static GLint _max_texture_units;
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// counts total number of textures bound to each texture unit in all shaders
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static std::vector<int> _texture_id_counters;
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// texture unit pool for setting images
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std::map<std::string, GLint> _texture_unit_pool;
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std::vector<GLuint> _texture_id_list;
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GLint getTextureUnit(const std::string &name);
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void sendTexture(const std::string &name, GLuint texture);
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};
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} // opengl
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