rename ObsoleteDemos back to Demos
fix some relative path issues for loading assets
This commit is contained in:
95
Demos/NativeClient/shader_util.cc
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95
Demos/NativeClient/shader_util.cc
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@@ -0,0 +1,95 @@
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// Copyright (c) 2011 The Native Client Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "shader_util.h"
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#include <stdlib.h>
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#include <stdio.h>
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namespace shader_util {
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GLuint CreateShaderOfType(GLenum type, const char *shader_src) {
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GLuint shader;
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GLint compiled;
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// Create the shader object
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shader = glCreateShader(type);
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if (shader == 0)
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return 0;
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// Load and compile the shader source
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glShaderSource(shader, 1, &shader_src, NULL);
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glCompileShader(shader);
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// Check the compile status
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled == 0) {
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GLint info_len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1) {
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char* info_log = reinterpret_cast<char*>(malloc(sizeof(char) * info_len));
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glGetShaderInfoLog(shader, info_len, NULL, info_log);
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// TODO(dspringer): We could really use a logging API.
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printf("Error compiling shader:\n%s\n", info_log);
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free(info_log);
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}
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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GLuint CreateProgramFromVertexAndFragmentShaders(
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const char *vertex_shader_src, const char *fragment_shader_src) {
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint program_object;
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GLint linked;
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// Load the vertex/fragment shaders
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vertex_shader = CreateShaderOfType(GL_VERTEX_SHADER, vertex_shader_src);
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if (vertex_shader == 0)
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return 0;
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fragment_shader = CreateShaderOfType(GL_FRAGMENT_SHADER, fragment_shader_src);
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if (fragment_shader == 0) {
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glDeleteShader(vertex_shader);
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return 0;
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}
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// Create the program object and attach the shaders.
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program_object = glCreateProgram();
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if (program_object == 0)
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return 0;
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glAttachShader(program_object, vertex_shader);
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glAttachShader(program_object, fragment_shader);
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// Link the program
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glLinkProgram(program_object);
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// Check the link status
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glGetProgramiv(program_object, GL_LINK_STATUS, &linked);
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if (linked == 0) {
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GLint info_len = 0;
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glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &info_len);
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if (info_len > 1) {
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char* info_log = reinterpret_cast<char*>(malloc(info_len));
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glGetProgramInfoLog(program_object, info_len, NULL, info_log);
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// TODO(dspringer): We could really use a logging API.
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printf("Error linking program:\n%s\n", info_log);
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free(info_log);
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}
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glDeleteProgram(program_object);
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return 0;
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}
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// Delete these here because they are attached to the program object.
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program_object;
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}
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} // namespace shader_util
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