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https://github.com/Linloir/SceneEditor.git
synced 2025-12-17 07:28:12 +08:00
Implement shader and mesh classes
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64b4116979
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@ -1 +1,47 @@
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#pragma once
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#include "mesh.h"
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#include "utils.h"
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#include "logger.h"
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Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures) {
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_vertices = vertices;
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_indices = indices;
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_textures = textures;
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setupMesh();
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}
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Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<Texture>& textures) {
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_vertices = vertices;
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_textures = textures;
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setupMesh();
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}
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void Mesh::render(const ShaderProgram& shader) const {
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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for (unsigned int i = 0; i < _textures.size(); i++) {
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OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
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// retrieve texture number (the N in diffuse_textureN)
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std::string number;
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std::string name = _textures[i].type() == TextureType::DIFFUSE ? "texture_diffuse" : "texture_specular";
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if (_textures[i].type() == TextureType::DIFFUSE)
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number = std::to_string(diffuseNr++);
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else if (_textures[i].type() == TextureType::SPECULAR)
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number = std::to_string(specularNr++);
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OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(shader.programId(), (name + number).c_str()), i);
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_textures[i].bind();
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}
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OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0);
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_vao.setActive();
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glDrawElements(GL_TRIANGLES, _indices.size(), GL_UNSIGNED_INT, 0);
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_vao.setInactive();
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}
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void Mesh::setupMesh() {
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_vao = VertexArrayObject(_vertices, _indices);
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}
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@ -16,8 +16,8 @@ private:
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VertexArrayObject _vao;
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public:
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Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures);
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Mesh(std::vector<Vertex> vertices, std::vector<Texture> textures);
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Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures);
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Mesh(const std::vector<Vertex>& vertices, const std::vector<Texture>& textures);
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public:
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inline std::vector<Vertex> vertices() const { return _vertices; }
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@ -28,4 +28,7 @@ public:
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public:
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void render(const ShaderProgram& shader) const ;
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private:
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void setupMesh();
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};
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@ -1 +1,121 @@
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#pragma once
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#include <GLM/gtc/type_ptr.hpp>
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#include "shader.h"
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#include "utils.h"
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#include "logger.h"
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inline void Shader::dispose() {
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OPENGL_EXTRA_FUNCTIONS->glDeleteShader(_shaderId);
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_shaderId = 0;
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}
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VertexShader::VertexShader(const std::string& source){
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_VERTEX_SHADER);
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compile(source);
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}
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void VertexShader::compile(const std::string& source) {
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const char* sourcePtr = source.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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}
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FragmentShader::FragmentShader(const std::string& source){
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_FRAGMENT_SHADER);
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compile(source);
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}
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void FragmentShader::compile(const std::string& source) {
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const char* sourcePtr = source.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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}
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GeometryShader::GeometryShader(const std::string& source) {
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_shaderId = OPENGL_EXTRA_FUNCTIONS->glCreateShader(GL_GEOMETRY_SHADER);
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compile(source);
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}
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void GeometryShader::compile(const std::string& source) {
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const char* sourcePtr = source.c_str();
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OPENGL_EXTRA_FUNCTIONS->glShaderSource(_shaderId, 1, &sourcePtr, nullptr);
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OPENGL_EXTRA_FUNCTIONS->glCompileShader(_shaderId);
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}
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ShaderProgram::ShaderProgram() {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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}
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ShaderProgram::ShaderProgram(FragmentShader fragmentShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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fragmentShader.dispose();
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}
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ShaderProgram::ShaderProgram(GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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fragmentShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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fragmentShader.dispose();
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geometryShader.dispose();
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}
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ShaderProgram::ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader) {
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_programId = OPENGL_EXTRA_FUNCTIONS->glCreateProgram();
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, vertexShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, fragmentShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glAttachShader(_programId, geometryShader.shaderId());
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OPENGL_EXTRA_FUNCTIONS->glLinkProgram(_programId);
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vertexShader.dispose();
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fragmentShader.dispose();
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geometryShader.dispose();
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}
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inline void ShaderProgram::setActive() {
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OPENGL_EXTRA_FUNCTIONS->glUseProgram(_programId);
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}
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inline void ShaderProgram::setInactive() {
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OPENGL_EXTRA_FUNCTIONS->glUseProgram(0);
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}
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inline void ShaderProgram::dispose() {
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OPENGL_EXTRA_FUNCTIONS->glDeleteProgram(_programId);
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_programId = 0;
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}
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@ -2,56 +2,52 @@
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#include <string>
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#include <vector>
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#include <unordered_set>
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#include <GLM/glm.hpp>
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class Shader {
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private:
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int _shaderId = -1;
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protected:
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unsigned int _shaderId = -1;
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public:
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Shader();
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Shader() {}
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inline unsigned int shaderId() const { return _shaderId; }
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inline void dispose();
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protected:
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virtual void compile(std::string sourceFilePath) = 0;
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void dispose();
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public:
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bool operator == (const Shader& other) const;
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virtual void compile(const std::string& sourceFilePath) = 0;
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};
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class VertexShader : public Shader {
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public:
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VertexShader();
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VertexShader(std::string sourceFilePath);
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VertexShader() {}
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VertexShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(std::string sourceFilePath) override;
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class FragmentShader : public Shader {
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public:
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FragmentShader();
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FragmentShader(std::string sourceFilePath);
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FragmentShader() {}
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FragmentShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(std::string sourceFilePath) override;
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class GeometryShader : public Shader {
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public:
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GeometryShader();
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GeometryShader(std::string sourceFilePath);
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GeometryShader() {}
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GeometryShader(const std::string& sourceFilePath);
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protected:
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virtual void compile(std::string sourceFilePath) override;
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virtual void compile(const std::string& sourceFilePath) override;
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};
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class ShaderProgram {
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private:
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VertexShader _vertexShader;
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FragmentShader _fragmentShader;
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GeometryShader _geometryShader;
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unsigned int _programId = -1;
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unsigned int _programId = 0;
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public:
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ShaderProgram();
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@ -62,13 +58,12 @@ public:
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ShaderProgram(VertexShader vertexShader, GeometryShader geometryShader);
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ShaderProgram(FragmentShader fragmentShader, GeometryShader geometryShader);
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ShaderProgram(VertexShader vertexShader, FragmentShader fragmentShader, GeometryShader geometryShader);
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~ShaderProgram();
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public:
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bool operator == (const Shader& other);
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template<typename UniformType>
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void setUniform(std::string name, const std::vector<UniformType>& values);
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inline void setActive();
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inline void setInactive();
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inline unsigned int programId() const { return _programId; }
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inline void dispose();
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};
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