mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-24 06:35:41 +00:00
edb11dc223
The old texture code was being bottle necked by the texture reads. We mirrored the real3d texture memory directly, including the mipmaps in a single large texture. I *think* most h/w has some sort of texture cache for a 2x2 or 4x4 block of pixels for a texture. What we were doing was reading the base texture, then reading the mipmap data from a totally separate part of the same texture which I can only assume flushed this cache. What I did was to create mipmap chains for the texture sheet, then copy the mipmap data there. Doing this basically doubles performance.
436 lines
13 KiB
C++
436 lines
13 KiB
C++
#include "R3DShader.h"
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#include "R3DShaderQuads.h"
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#include "R3DShaderTriangles.h"
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#include "R3DShaderCommon.h"
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// having 2 sets of shaders to maintain is really less than ideal
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// but hopefully not too many breaking changes at this point
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namespace New3D {
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R3DShader::R3DShader(const Util::Config::Node &config)
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: m_config(config)
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{
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m_shaderProgram = 0;
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m_vertexShader = 0;
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m_geoShader = 0;
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m_fragmentShader = 0;
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Start(); // reset attributes
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}
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void R3DShader::Start()
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{
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m_textured1 = false;
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m_textured2 = false;
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m_textureAlpha = false; // use alpha in texture
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m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
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m_lightEnabled = false;
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m_specularEnabled = false;
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m_layered = false;
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m_noLosReturn = false;
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m_textureInverted = false;
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m_fixedShading = false;
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m_translatorMap = false;
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m_modelScale = 1.0f;
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m_nodeAlpha = 1.0f;
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m_shininess = 0;
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m_specularValue = 0;
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m_microTexScale = 0;
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m_microTexID = -1;
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m_texturePage = -1;
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m_baseTexInfo[0] = -1;
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m_baseTexInfo[1] = -1;
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m_baseTexInfo[2] = -1;
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m_baseTexInfo[3] = -1;
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m_baseTexType = -1;
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m_transX = -1;
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m_transY = -1;
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m_transPage = -1;
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m_texWrapMode[0] = 0;
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m_texWrapMode[1] = 0;
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m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
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m_dirtyModel = true;
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}
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bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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{
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bool quads = m_config["QuadRendering"].ValueAs<bool>();
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const char* vShader = vertexShaderR3D;
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const char* gShader = "";
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const char* fShader = fragmentShaderR3D;
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if (quads) {
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vShader = vertexShaderR3DQuads;
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gShader = geometryShaderR3DQuads;
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fShader = fragmentShaderR3DQuads;
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}
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m_shaderProgram = glCreateProgram();
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m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
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m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char* shaderArray[] = { fShader, fragmentShaderR3DCommon };
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glShaderSource(m_vertexShader, 1, (const GLchar **)&vShader, nullptr);
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glShaderSource(m_fragmentShader, (GLsizei)std::size(shaderArray), shaderArray, nullptr);
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glCompileShader(m_vertexShader);
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glCompileShader(m_fragmentShader);
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if (quads) {
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m_geoShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(m_geoShader, 1, (const GLchar **)&gShader, nullptr);
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glCompileShader(m_geoShader);
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glAttachShader(m_shaderProgram, m_geoShader);
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PrintShaderResult(m_geoShader);
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}
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PrintShaderResult(m_vertexShader);
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PrintShaderResult(m_fragmentShader);
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glAttachShader(m_shaderProgram, m_vertexShader);
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glAttachShader(m_shaderProgram, m_fragmentShader);
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glLinkProgram(m_shaderProgram);
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PrintProgramResult(m_shaderProgram);
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m_locTextureBank[0] = glGetUniformLocation(m_shaderProgram, "textureBank[0]");
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m_locTextureBank[1] = glGetUniformLocation(m_shaderProgram, "textureBank[1]");
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m_locTexturePage = glGetUniformLocation(m_shaderProgram, "texturePage");
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m_locTexture1Enabled = glGetUniformLocation(m_shaderProgram, "textureEnabled");
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m_locTexture2Enabled = glGetUniformLocation(m_shaderProgram, "microTexture");
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m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
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m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
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m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
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m_locMicroTexID = glGetUniformLocation(m_shaderProgram, "microTextureID");
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m_locBaseTexInfo = glGetUniformLocation(m_shaderProgram, "baseTexInfo");
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m_locBaseTexType = glGetUniformLocation(m_shaderProgram, "baseTexType");
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m_locTextureInverted = glGetUniformLocation(m_shaderProgram, "textureInverted");
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m_locTexWrapMode = glGetUniformLocation(m_shaderProgram, "textureWrapMode");
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m_locColourLayer = glGetUniformLocation(m_shaderProgram, "colourLayer");
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m_locPolyAlpha = glGetUniformLocation(m_shaderProgram, "polyAlpha");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
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m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
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m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
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m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
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m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
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m_locLightEnabled = glGetUniformLocation(m_shaderProgram, "lightEnabled");
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m_locSunClamp = glGetUniformLocation(m_shaderProgram, "sunClamp");
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m_locIntensityClamp = glGetUniformLocation(m_shaderProgram, "intensityClamp");
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m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
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m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
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m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
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m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
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m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
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m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
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m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
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m_locModelScale = glGetUniformLocation(m_shaderProgram, "modelScale");
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m_locNodeAlpha = glGetUniformLocation(m_shaderProgram, "nodeAlpha");
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m_locProjMat = glGetUniformLocation(m_shaderProgram, "projMat");
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m_locModelMat = glGetUniformLocation(m_shaderProgram, "modelMat");
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m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
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m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
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return true;
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}
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void R3DShader::UnloadShader()
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{
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// make sure no shader is bound
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glUseProgram(0);
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if (m_vertexShader) {
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glDeleteShader(m_vertexShader);
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m_vertexShader = 0;
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}
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if (m_geoShader) {
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glDeleteShader(m_geoShader);
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m_geoShader = 0;
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}
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if (m_fragmentShader) {
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glDeleteShader(m_fragmentShader);
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m_fragmentShader = 0;
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}
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if (m_shaderProgram) {
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glDeleteProgram(m_shaderProgram);
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m_shaderProgram = 0;
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}
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}
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GLint R3DShader::GetVertexAttribPos(const std::string& attrib)
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{
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if (m_vertexLocCache.count(attrib)==0) {
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auto pos = glGetAttribLocation(m_shaderProgram, attrib.c_str());
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m_vertexLocCache[attrib] = pos;
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}
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return m_vertexLocCache[attrib];
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}
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void R3DShader::SetShader(bool enable)
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{
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if (enable) {
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glUseProgram(m_shaderProgram);
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Start();
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DiscardAlpha(false); // need some default
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}
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else {
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glUseProgram(0);
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}
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}
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void R3DShader::SetMeshUniforms(const Mesh* m)
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{
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if (m == nullptr) {
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return; // sanity check
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}
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if (m_dirtyMesh) {
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glUniform1i(m_locTextureBank[0], 0);
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glUniform1i(m_locTextureBank[1], 1);
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}
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if (m_dirtyMesh || m->textured != m_textured1) {
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glUniform1i(m_locTexture1Enabled, m->textured);
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m_textured1 = m->textured;
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}
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if (m_dirtyMesh || m->microTexture != m_textured2) {
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glUniform1i(m_locTexture2Enabled, m->microTexture);
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m_textured2 = m->microTexture;
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}
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if (m_dirtyMesh || (m->page ^ m_transPage) != m_texturePage) {
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glUniform1i(m_locTexturePage, m->page ^ m_transPage);
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m_texturePage = (m->page ^ m_transPage);
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}
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if (m_dirtyMesh || m->microTextureScale != m_microTexScale) {
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glUniform1f(m_locMicroTexScale, m->microTextureScale);
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m_microTexScale = m->microTextureScale;
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}
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if (m_dirtyMesh || m->microTextureID != m_microTexID) {
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glUniform1i(m_locMicroTexID, m->microTextureID);
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m_microTexID = m->microTextureID;
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}
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if (m_dirtyMesh || (m_baseTexInfo[0] != m->x || m_baseTexInfo[1] != m->y) || m_baseTexInfo[2] != m->width || m_baseTexInfo[3] != m->height) {
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m_baseTexInfo[0] = m->x;
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m_baseTexInfo[1] = m->y;
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m_baseTexInfo[2] = m->width;
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m_baseTexInfo[3] = m->height;
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glUniform4i(m_locBaseTexInfo, (m->x + m_transX), (m->y + m_transY), m->width, m->height);
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}
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if (m_dirtyMesh || m_baseTexType != m->format) {
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m_baseTexType = m->format;
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glUniform1i(m_locBaseTexType, m_baseTexType);
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}
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if (m_dirtyMesh || m->inverted != m_textureInverted) {
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glUniform1i(m_locTextureInverted, m->inverted);
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m_textureInverted = m->inverted;
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}
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if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
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glUniform1i(m_locAlphaTest, m->alphaTest);
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m_alphaTest = m->alphaTest;
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}
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if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
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glUniform1i(m_locTextureAlpha, m->textureAlpha);
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m_textureAlpha = m->textureAlpha;
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}
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if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
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glUniform1f(m_locFogIntensity, m->fogIntensity);
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m_fogIntensity = m->fogIntensity;
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}
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if (m_dirtyMesh || m->lighting != m_lightEnabled) {
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glUniform1i(m_locLightEnabled, m->lighting);
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m_lightEnabled = m->lighting;
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}
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if (m_dirtyMesh || m->shininess != m_shininess) {
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glUniform1f(m_locShininess, m->shininess);
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m_shininess = m->shininess;
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}
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if (m_dirtyMesh || m->specular != m_specularEnabled) {
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glUniform1i(m_locSpecularEnabled, m->specular);
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m_specularEnabled = m->specular;
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}
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if (m_dirtyMesh || m->specularValue != m_specularValue) {
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glUniform1f(m_locSpecularValue, m->specularValue);
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m_specularValue = m->specularValue;
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}
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if (m_dirtyMesh || m->fixedShading != m_fixedShading) {
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glUniform1i(m_locFixedShading, m->fixedShading);
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m_fixedShading = m->fixedShading;
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}
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if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
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glUniform1i(m_locTranslatorMap, m->translatorMap);
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m_translatorMap = m->translatorMap;
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}
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if (m_dirtyMesh || m->polyAlpha != m_polyAlpha) {
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glUniform1i(m_locPolyAlpha, m->polyAlpha);
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m_polyAlpha = m->polyAlpha;
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}
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if (m_dirtyMesh || m->wrapModeU != m_texWrapMode[0] || m->wrapModeV != m_texWrapMode[1]) {
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m_texWrapMode[0] = m->wrapModeU;
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m_texWrapMode[1] = m->wrapModeV;
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glUniform2iv(m_locTexWrapMode, 1, m_texWrapMode);
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}
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if (m_dirtyMesh || m->noLosReturn != m_noLosReturn) {
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m_noLosReturn = m->noLosReturn;
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glStencilFunc(GL_ALWAYS, m_noLosReturn << 7, 0b10000000);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0b10000000);
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}
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if (m_dirtyMesh || m->layered != m_layered) {
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m_layered = m->layered;
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// i think it should just disable z write, but the polys I think must be written first
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if (m_layered) {
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glStencilFunc(GL_EQUAL, 0, 0b01111111); // basically stencil test passes if the value is zero
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glStencilOp(GL_KEEP, GL_INCR, GL_INCR); // if the stencil test passes, we increment the value
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glStencilMask(0b01111111);
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}
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else {
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glStencilFunc(GL_ALWAYS, m_noLosReturn << 7, 0b10000000);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(0b10000000);
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}
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}
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m_dirtyMesh = false;
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}
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void R3DShader::SetViewportUniforms(const Viewport *vp)
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{
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//didn't bother caching these, they don't get frequently called anyway
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glUniform1f(m_locFogDensity, vp->fogParams[3]);
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glUniform1f(m_locFogStart, vp->fogParams[4]);
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glUniform3fv(m_locFogColour, 1, vp->fogParams);
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glUniform1f(m_locFogAttenuation, vp->fogParams[5]);
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glUniform1f(m_locFogAmbient, vp->fogParams[6]);
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glUniform3fv(m_locLighting, 2, vp->lightingParams);
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glUniform1i(m_locSunClamp, vp->sunClamp);
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glUniform1i(m_locIntensityClamp, vp->intensityClamp);
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glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
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glUniform2fv(m_locSpotRange, 1, vp->spotRange);
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glUniform3fv(m_locSpotColor, 1, vp->spotColor);
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glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
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glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
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glUniform1i(m_locHardwareStep, vp->hardwareStep);
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}
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void R3DShader::SetModelStates(const Model* model)
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{
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if (m_dirtyModel || model->scale != m_modelScale) {
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glUniform1f(m_locModelScale, model->scale);
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m_modelScale = model->scale;
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}
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if (m_dirtyModel || model->alpha != m_nodeAlpha) {
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glUniform1f(m_locNodeAlpha, model->alpha);
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m_nodeAlpha = model->alpha;
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}
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m_transX = model->textureOffsetX;
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m_transY = model->textureOffsetY;
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m_transPage = model->page;
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// reset texture values
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for (auto& i : m_baseTexInfo) { i = -1; }
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glUniformMatrix4fv(m_locModelMat, 1, GL_FALSE, model->modelMat);
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m_dirtyModel = false;
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}
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void R3DShader::DiscardAlpha(bool discard)
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{
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glUniform1i(m_locDiscardAlpha, discard);
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}
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void R3DShader::SetLayer(Layer layer)
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{
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glUniform1i(m_locColourLayer, (GLint)layer);
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}
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void R3DShader::PrintShaderResult(GLuint shader)
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{
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//===========
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GLint result;
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GLint length;
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//===========
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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if (length > 0) {
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std::vector<char> msg(length);
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glGetShaderInfoLog(shader, length, NULL, msg.data());
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printf("%s\n", msg.data());
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}
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}
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}
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void R3DShader::PrintProgramResult(GLuint program)
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{
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//===========
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GLint result;
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//===========
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glGetProgramiv(program, GL_LINK_STATUS, &result);
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if (result == GL_FALSE) {
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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//The maxLength includes the NULL character
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std::vector<GLchar> infoLog(maxLength);
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glGetProgramInfoLog(program, maxLength, &maxLength, infoLog.data());
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printf("%s\n", infoLog.data());
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}
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}
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} // New3D
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