improve Linux OpenGL 3.x context creation handling, don't crash if the shadowmap shader fails
add cursor-key support for Linux
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@@ -9,7 +9,7 @@
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void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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{
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GLchar *fsStringPtr[1];
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fsStringPtr[0] = (GLchar *)szShaderSrc;
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glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
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}
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@@ -17,29 +17,27 @@ void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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{
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GLuint err = glGetError();
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assert(err==GL_NO_ERROR);
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// Temporary Shader objects
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GLuint hVertexShader;
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GLuint hFragmentShader;
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GLuint hReturn = 0;
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GLint testVal;
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// Create shader objects
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hVertexShader = glCreateShader(GL_VERTEX_SHADER);
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hFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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gltLoadShaderSrc(szVertexProg, hVertexShader);
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gltLoadShaderSrc(szFragmentProg, hFragmentShader);
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// Compile them
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glCompileShader(hVertexShader);
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GLuint err = glGetError();
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assert(err==GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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// Check for errors
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glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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{
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@@ -52,8 +50,13 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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glDeleteShader(hFragmentShader);
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return (GLuint)NULL;
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}
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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assert(err==GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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err = glGetError();
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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{
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char temp[256] = "";
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@@ -65,18 +68,25 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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glDeleteShader(hFragmentShader);
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return (GLuint)NULL;
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}
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assert(err==GL_NO_ERROR);
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// Check for errors
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// Link them - assuming it works...
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hReturn = glCreateProgram();
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glAttachShader(hReturn, hVertexShader);
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glAttachShader(hReturn, hFragmentShader);
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glLinkProgram(hReturn);
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// These are no longer needed
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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// Make sure link worked too
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glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
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if(testVal == GL_FALSE)
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@@ -84,7 +94,7 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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GLsizei maxLen = 4096;
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GLchar infoLog[4096];
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GLsizei actualLen;
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glGetProgramInfoLog( hReturn,
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maxLen,
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&actualLen,
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@@ -95,8 +105,8 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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glDeleteProgram(hReturn);
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return (GLuint)NULL;
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}
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return hReturn;
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return hReturn;
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}
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