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//
// KRShader.cpp
// KREngine
//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
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//
# include "KRShader.h"
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KRShader : : KRShader ( char * szKey , std : : string options , std : : string vertShaderSource , const std : : string fragShaderSource ) {
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strcpy ( m_szKey , szKey ) ;
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m_iProgram = 0 ;
GLuint vertexShader = 0 , fragShader = 0 ;
try {
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const GLchar * vertSource [ 2 ] = { options . c_str ( ) , vertShaderSource . c_str ( ) } ;
const GLchar * fragSource [ 2 ] = { options . c_str ( ) , fragShaderSource . c_str ( ) } ;
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// Create shader program.
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GLDEBUG ( m_iProgram = glCreateProgram ( ) ) ;
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// Create and compile vertex shader.
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GLDEBUG ( vertexShader = glCreateShader ( GL_VERTEX_SHADER ) ) ;
GLDEBUG ( glShaderSource ( vertexShader , 2 , vertSource , NULL ) ) ;
GLDEBUG ( glCompileShader ( vertexShader ) ) ;
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// Report any compile issues to stderr
GLint logLength ;
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GLDEBUG ( glGetShaderiv ( vertexShader , GL_INFO_LOG_LENGTH , & logLength ) ) ;
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if ( logLength > 0 ) {
GLchar * log = ( GLchar * ) malloc ( logLength ) ;
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GLDEBUG ( glGetShaderInfoLog ( vertexShader , logLength , & logLength , log ) ) ;
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fprintf ( stderr , " KREngine - Failed to compile vertex shader: %s \n Shader compile log: \n %s " , szKey , log ) ;
free ( log ) ;
}
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// Create and compile vertex shader.
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GLDEBUG ( fragShader = glCreateShader ( GL_FRAGMENT_SHADER ) ) ;
GLDEBUG ( glShaderSource ( fragShader , 2 , fragSource , NULL ) ) ;
GLDEBUG ( glCompileShader ( fragShader ) ) ;
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// Report any compile issues to stderr
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GLDEBUG ( glGetShaderiv ( fragShader , GL_INFO_LOG_LENGTH , & logLength ) ) ;
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if ( logLength > 0 ) {
GLchar * log = ( GLchar * ) malloc ( logLength ) ;
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GLDEBUG ( glGetShaderInfoLog ( fragShader , logLength , & logLength , log ) ) ;
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fprintf ( stderr , " KREngine - Failed to compile fragment shader: %s \n Shader compile log: \n %s " , szKey , log ) ;
free ( log ) ;
}
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// Attach vertex shader to program.
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GLDEBUG ( glAttachShader ( m_iProgram , vertexShader ) ) ;
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// Attach fragment shader to program.
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GLDEBUG ( glAttachShader ( m_iProgram , fragShader ) ) ;
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// Bind attribute locations.
// This needs to be done prior to linking.
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GLDEBUG ( glBindAttribLocation ( m_iProgram , KRENGINE_ATTRIB_VERTEX , " vertex_position " ) ) ;
GLDEBUG ( glBindAttribLocation ( m_iProgram , KRENGINE_ATTRIB_NORMAL , " vertex_normal " ) ) ;
GLDEBUG ( glBindAttribLocation ( m_iProgram , KRENGINE_ATTRIB_TANGENT , " vertex_tangent " ) ) ;
GLDEBUG ( glBindAttribLocation ( m_iProgram , KRENGINE_ATTRIB_TEXUVA , " vertex_uv " ) ) ;
GLDEBUG ( glBindAttribLocation ( m_iProgram , KRENGINE_ATTRIB_TEXUVB , " vertex_lightmap_uv " ) ) ;
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// Link program.
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GLDEBUG ( glLinkProgram ( m_iProgram ) ) ;
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// Report any linking issues to stderr
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GLDEBUG ( glGetProgramiv ( m_iProgram , GL_INFO_LOG_LENGTH , & logLength ) ) ;
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if ( logLength > 0 )
{
GLchar * log = ( GLchar * ) malloc ( logLength ) ;
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GLDEBUG ( glGetProgramInfoLog ( m_iProgram , logLength , & logLength , log ) ) ;
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fprintf ( stderr , " KREngine - Failed to link shader program: %s \n Program link log: \n %s " , szKey , log ) ;
free ( log ) ;
}
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// Get uniform locations
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GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_AMBIENT ] = glGetUniformLocation ( m_iProgram , " material_ambient " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_DIFFUSE ] = glGetUniformLocation ( m_iProgram , " material_diffuse " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_SPECULAR ] = glGetUniformLocation ( m_iProgram , " material_specular " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_REFLECTION ] = glGetUniformLocation ( m_iProgram , " material_reflection " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY ] = glGetUniformLocation ( m_iProgram , " material_reflectivity " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_POSITION ] = glGetUniformLocation ( m_iProgram , " light_position " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE ] = glGetUniformLocation ( m_iProgram , " view_space_light_position " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_COLOR ] = glGetUniformLocation ( m_iProgram , " light_color " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_INTENSITY ] = glGetUniformLocation ( m_iProgram , " light_intensity " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_DECAY_START ] = glGetUniformLocation ( m_iProgram , " light_decay_start " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_CUTOFF ] = glGetUniformLocation ( m_iProgram , " light_cutoff " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_FLARE_SIZE ] = glGetUniformLocation ( m_iProgram , " flare_size " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_ALPHA ] = glGetUniformLocation ( m_iProgram , " material_alpha " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MATERIAL_SHININESS ] = glGetUniformLocation ( m_iProgram , " material_shininess " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MVP ] = glGetUniformLocation ( m_iProgram , " mvp_matrix " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_INVP ] = glGetUniformLocation ( m_iProgram , " inv_projection_matrix " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_MN2V ] = glGetUniformLocation ( m_iProgram , " model_normal_to_view_matrix " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_M2V ] = glGetUniformLocation ( m_iProgram , " model_to_view_matrix " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_V2M ] = glGetUniformLocation ( m_iProgram , " view_to_model_matrix " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWMVP1 ] = glGetUniformLocation ( m_iProgram , " shadow_mvp1 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWMVP2 ] = glGetUniformLocation ( m_iProgram , " shadow_mvp2 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWMVP3 ] = glGetUniformLocation ( m_iProgram , " shadow_mvp3 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_DIRECTION ] = glGetUniformLocation ( m_iProgram , " light_direction " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE ] = glGetUniformLocation ( m_iProgram , " light_direction_view_space " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_CAMERAPOS ] = glGetUniformLocation ( m_iProgram , " cameraPosition " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_VIEWPORT ] = glGetUniformLocation ( m_iProgram , " viewport " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_DIFFUSETEXTURE ] = glGetUniformLocation ( m_iProgram , " diffuseTexture " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SPECULARTEXTURE ] = glGetUniformLocation ( m_iProgram , " specularTexture " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_REFLECTIONTEXTURE ] = glGetUniformLocation ( m_iProgram , " reflectionTexture " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_NORMALTEXTURE ] = glGetUniformLocation ( m_iProgram , " normalTexture " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE ] = glGetUniformLocation ( m_iProgram , " diffuseTexture_Scale " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE ] = glGetUniformLocation ( m_iProgram , " specularTexture_Scale " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE ] = glGetUniformLocation ( m_iProgram , " reflectionTexture_Scale " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_NORMALTEXTURE_SCALE ] = glGetUniformLocation ( m_iProgram , " normalTexture_Scale " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE ] = glGetUniformLocation ( m_iProgram , " ambientTexture_Scale " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET ] = glGetUniformLocation ( m_iProgram , " diffuseTexture_Offset " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET ] = glGetUniformLocation ( m_iProgram , " specularTexture_Offset " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET ] = glGetUniformLocation ( m_iProgram , " reflectionTexture_Offset " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET ] = glGetUniformLocation ( m_iProgram , " normalTexture_Offset " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET ] = glGetUniformLocation ( m_iProgram , " ambientTexture_Offset " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE1 ] = glGetUniformLocation ( m_iProgram , " shadowTexture1 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE2 ] = glGetUniformLocation ( m_iProgram , " shadowTexture2 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE3 ] = glGetUniformLocation ( m_iProgram , " shadowTexture3 " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_GBUFFER_FRAME ] = glGetUniformLocation ( m_iProgram , " gbuffer_frame " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_GBUFFER_DEPTH ] = glGetUniformLocation ( m_iProgram , " gbuffer_depth " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_DEPTH_FRAME ] = glGetUniformLocation ( m_iProgram , " depthFrame " ) ) ;
GLDEBUG ( m_uniforms [ KRENGINE_UNIFORM_RENDER_FRAME ] = glGetUniformLocation ( m_iProgram , " renderFrame " ) ) ;
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} catch ( . . . ) {
if ( vertexShader ) {
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GLDEBUG ( glDeleteShader ( vertexShader ) ) ;
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vertexShader = 0 ;
}
if ( fragShader ) {
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GLDEBUG ( glDeleteShader ( fragShader ) ) ;
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fragShader = 0 ;
}
if ( m_iProgram ) {
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GLDEBUG ( glDeleteProgram ( m_iProgram ) ) ;
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m_iProgram = 0 ;
}
}
// Release vertex and fragment shaders.
if ( vertexShader ) {
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GLDEBUG ( glDeleteShader ( vertexShader ) ) ;
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}
if ( fragShader ) {
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GLDEBUG ( glDeleteShader ( fragShader ) ) ;
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}
}
KRShader : : ~ KRShader ( ) {
if ( m_iProgram ) {
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GLDEBUG ( glDeleteProgram ( m_iProgram ) ) ;
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}
}
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# if TARGET_OS_IPHONE
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void KRShader : : bind ( KRCamera * pCamera , KRMat4 & matModelToView , KRMat4 & mvpMatrix , KRVector3 & cameraPosition , KRVector3 & lightDirection , KRMat4 * pShadowMatrices , GLuint * shadowDepthTextures , int cShadowBuffers , KRNode : : RenderPass renderPass ) {
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GLDEBUG ( glUseProgram ( m_iProgram ) ) ;
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// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
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GLDEBUG ( glUniformMatrix4fv ( m_uniforms [ KRENGINE_UNIFORM_MVP ] , 1 , GL_FALSE , mvpMatrix . getPointer ( ) ) ) ;
GLDEBUG ( glUniformMatrix4fv ( m_uniforms [ KRENGINE_UNIFORM_MN2V ] , 1 , GL_FALSE , matModelToView . getPointer ( ) ) ) ;
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KRVector3 nLightDir = lightDirection ;
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nLightDir . normalize ( ) ;
// Bind the light direction vector
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GLDEBUG ( glUniform3f (
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m_uniforms [ KRENGINE_UNIFORM_LIGHT_DIRECTION ] ,
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( GLfloat ) nLightDir . x ,
( GLfloat ) nLightDir . y ,
( GLfloat ) nLightDir . z
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) ) ;
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// Bind the camera position, in model space
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GLDEBUG ( glUniform3f (
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m_uniforms [ KRENGINE_UNIFORM_CAMERAPOS ] ,
( GLfloat ) cameraPosition . x ,
( GLfloat ) cameraPosition . y ,
( GLfloat ) cameraPosition . z
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) ) ;
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GLDEBUG ( glUniform4f (
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m_uniforms [ KRENGINE_UNIFORM_VIEWPORT ] ,
( GLfloat ) 0.0 ,
( GLfloat ) 0.0 ,
( GLfloat ) pCamera - > getViewportSize ( ) . x ,
( GLfloat ) pCamera - > getViewportSize ( ) . y
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) ) ;
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// Bind the shadowmap space matrices
for ( int iShadow = 0 ; iShadow < cShadowBuffers ; iShadow + + ) {
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GLDEBUG ( glUniformMatrix4fv ( m_uniforms [ KRENGINE_UNIFORM_SHADOWMVP1 + iShadow ] , 1 , GL_FALSE , pShadowMatrices [ iShadow ] . getPointer ( ) ) ) ;
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}
// Sets the diffuseTexture variable to the first texture unit
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_DIFFUSETEXTURE ] , 0 ) ) ;
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// Sets the specularTexture variable to the second texture unit
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_SPECULARTEXTURE ] , 1 ) ) ;
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// Sets the normalTexture variable to the third texture unit
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_NORMALTEXTURE ] , 2 ) ) ;
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// Sets the shadowTexture variable to the fourth texture unit
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE1 ] , 3 ) ) ;
GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE2 ] , 4 ) ) ;
GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_SHADOWTEXTURE3 ] , 5 ) ) ;
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_GBUFFER_FRAME ] , 6 ) ) ;
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_GBUFFER_DEPTH ] , 7 ) ) ; // Texture unit 7 is used for reading the depth buffer in gBuffer pass #2 and in post-processing pass
GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_REFLECTIONTEXTURE ] , 7 ) ) ; // Texture unit 7 is used for the reflection map textures in gBuffer pass #3 and when using forward rendering
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GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_DEPTH_FRAME ] , 0 ) ) ;
GLDEBUG ( glUniform1i ( m_uniforms [ KRENGINE_UNIFORM_RENDER_FRAME ] , 1 ) ) ;
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# if defined(DEBUG)
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GLint logLength ;
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GLDEBUG ( glValidateProgram ( m_iProgram ) ) ;
GLDEBUG ( glGetProgramiv ( m_iProgram , GL_INFO_LOG_LENGTH , & logLength ) ) ;
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if ( logLength > 0 )
{
GLchar * log = ( GLchar * ) malloc ( logLength ) ;
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GLDEBUG ( glGetProgramInfoLog ( m_iProgram , logLength , & logLength , log ) ) ;
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fprintf ( stderr , " KREngine - Failed to validate shader program: %s \n Program validate log: \n %s " , m_szKey , log ) ;
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free ( log ) ;
}
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# endif
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}
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# endif
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GLuint KRShader : : getProgram ( ) {
return m_iProgram ;
}
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char * KRShader : : getKey ( ) {
return m_szKey ;
}