Replace duplicated code with new shaderutil.c functions
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@@ -19,6 +19,7 @@
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#include <GL/glut.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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#include "shaderutil.h"
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static GLint WinWidth = 300, WinHeight = 300;
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@@ -168,67 +169,6 @@ Key(unsigned char key, int x, int y)
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}
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static void
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LoadAndCompileShader(GLuint shader, const char *text)
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{
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GLint stat;
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader_func(shader);
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glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetShaderInfoLog_func(shader, 1000, &len, log);
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fprintf(stderr, "fslight: problem compiling shader:\n%s\n", log);
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exit(1);
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}
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}
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/**
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* Read a shader from a file.
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*/
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static void
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ReadShader(GLuint shader, const char *filename)
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{
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const int max = 100*1000;
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int n;
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char *buffer = (char*) malloc(max);
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FILE *f = fopen(filename, "r");
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if (!f) {
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fprintf(stderr, "fslight: Unable to open shader file %s\n", filename);
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exit(1);
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}
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n = fread(buffer, 1, max, f);
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printf("fslight: read %d bytes from shader file %s\n", n, filename);
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if (n > 0) {
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buffer[n] = 0;
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LoadAndCompileShader(shader, buffer);
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}
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fclose(f);
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free(buffer);
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}
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static void
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CheckLink(GLuint prog)
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{
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GLint stat;
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glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetProgramInfoLog_func(prog, 1000, &len, log);
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fprintf(stderr, "Linker error:\n%s\n", log);
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}
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}
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static void
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Init(void)
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{
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@@ -252,33 +192,16 @@ Init(void)
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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const char *version;
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version = (const char *) glGetString(GL_VERSION);
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if (version[0] != '2' || version[1] != '.') {
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printf("This program requires OpenGL 2.x, found %s\n", version);
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if (!ShadersSupported())
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exit(1);
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}
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GetExtensionFuncs();
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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if (FragProgFile)
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ReadShader(fragShader, FragProgFile);
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else
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LoadAndCompileShader(fragShader, fragShaderText);
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vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText);
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fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText);
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program = LinkShaders(vertShader, fragShader);
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vertShader = glCreateShader_func(GL_VERTEX_SHADER);
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if (VertProgFile)
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ReadShader(vertShader, VertProgFile);
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else
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LoadAndCompileShader(vertShader, vertShaderText);
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program = glCreateProgram_func();
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glAttachShader_func(program, fragShader);
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glAttachShader_func(program, vertShader);
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glLinkProgram_func(program);
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CheckLink(program);
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glUseProgram_func(program);
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uv0 = glGetUniformLocation_func(program, "v0");
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