Shark.cpp
author František Kučera <franta-hg@frantovo.cz>
Wed, 29 Nov 2023 01:11:19 +0100
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better GLSL variable names
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#include <memory>
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#include "Shark.h"
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Shark::Shark(const Configuration& configuration) :
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cfg(configuration) {
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}
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Shark::~Shark() {
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}
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void Shark::run() {
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	Display* dpy = XOpenDisplay(NULL);
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	if (dpy == NULL) throw std::logic_error("Unable to connect to X server");
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	GLint att[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
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	XVisualInfo* vi = glXChooseVisual(dpy, 0, att);
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	Window root = DefaultRootWindow(dpy);
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	Window parent = cfg.rootWindow ? cfg.rootWindow : root;
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	XSetWindowAttributes swa;
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	swa.colormap = XCreateColormap(dpy, parent, vi->visual, AllocNone);
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	swa.event_mask = ExposureMask | KeyPressMask | PointerMotionMask
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			| ButtonPressMask
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			| StructureNotifyMask;
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	bool full = false;
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	unsigned int width = 1600;
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	unsigned int height = 1200;
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	if (parent != root) {
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		XWindowAttributes parentAttr;
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		XGetWindowAttributes(dpy, parent, &parentAttr);
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		width = parentAttr.width;
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		height = parentAttr.height;
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	}
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	Window win = XCreateWindow(
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			dpy, parent, 0, 0, width, height, 0,
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			vi->depth, InputOutput, vi->visual,
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			CWColormap | CWEventMask, &swa);
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	XMapWindow(dpy, win);
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	XStoreName(dpy, win, "ShaderShark");
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	setX11PID(dpy, win);
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	// XSetWindowBackground(dpy, win, 0) vs. glClearColor()
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	GLXContext glc = glXCreateContext(dpy, vi, NULL, GL_TRUE);
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	glXMakeCurrent(dpy, win, glc);
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	// Load GLSL shaders:
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	GLuint shaderProgram = loadShaders();
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	loadTextures(shaderProgram);
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	loadVertices();
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	auto toggleFullscreen = [&]() {
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		full = setFullscreen(dpy, win, !full);
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	};
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	auto resetView = [&]() {
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		ctx = initialCtx;
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		ctx.updateCameraFrontAndUp();
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	};
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	// root can reize our window
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	// or we can listen to root resize and then resize our window ourselves
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	bool listenToRootResizes = true;
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	if (listenToRootResizes) XSelectInput(dpy, parent, StructureNotifyMask);
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	bool keepRunningX11 = true;
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	int x11fd = XConnectionNumber(dpy);
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	EPoll epoll;
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	epoll.add(x11fd);
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	try {
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		epoll.add(setNonBlocking(STDIN_FILENO));
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	} catch (const EPoll::Exception& e) {
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		logOutput << "Will not monitor events on STDIN: " << e.what() << "\n";
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	}
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	// rended the 3D scene even before the first event:
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	runShaders(shaderProgram);
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	glXSwapBuffers(dpy, win);
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	for (XEvent xev; keepRunningX11;) {
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		int epollEventCount = epoll.wait();
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		//std::cout << "trace: epoll.wait() = " << epollEventCount << std::endl;
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		for (int epollEvent = 0; epollEvent < epollEventCount; epollEvent++) {
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			if (epoll[epollEvent].data.fd == x11fd) {
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				if (!XPending(dpy)) {
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					// otherwise STDIN events are held until the first X11 event
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					logOutput << "trace: no pending X11 event" << std::endl;
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					break;
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				}
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				XWindowAttributes gwa;
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				XNextEvent(dpy, &xev);
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				bool redraw = false;
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				if (xev.type == Expose) {
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					std::cout << "XEvent: Expose" << std::endl;
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					XGetWindowAttributes(dpy, win, &gwa);
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					glViewport(0, 0, gwa.width, gwa.height);
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					redraw = true;
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				} else if (xev.type == KeyPress) {
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					DecodedKey key = decodeKeycode(dpy, xev.xkey.keycode);
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					std::cout << "XEvent: KeyPress:"
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							<< " keycode=" << key.code
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							<< " key=" << key.name
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							<< std::endl;
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					const float cSp = 0.05f; // camera speed
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					const float aSp = 5.f; // angle speed
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					if (key.matches(XK_q, XK_Escape)) keepRunningX11 = false;
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					else if (key.matches(XK_Left, XK_s)) ctx.turnLeft(aSp);
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					else if (key.matches(XK_Right, XK_f)) ctx.turnRight(aSp);
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					else if (key.matches(XK_Up, XK_e)) ctx.moveForward(cSp);
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					else if (key.matches(XK_Down, XK_d)) ctx.moveBackward(cSp);
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					else if (key.matches(XK_w)) ctx.rollLeft(aSp);
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					else if (key.matches(XK_r)) ctx.rollRight(aSp);
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					else if (key.matches(XK_t)) ctx.turnUp(aSp);
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					else if (key.matches(XK_g)) ctx.turnDown(aSp);
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					else if (key.matches(XK_m)) ctx.moveLeft(cSp);
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					else if (key.matches(XK_comma)) ctx.moveRight(cSp);
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					else if (key.matches(XK_l)) ctx.moveUp(cSp);
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					else if (key.matches(XK_period)) ctx.moveDown(cSp);
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					else if (key.matches(XK_j)) ctx.moveLeft(cSp * 5);
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					else if (key.matches(XK_k)) ctx.moveRight(cSp * 5);
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					else if (key.matches(XK_u)) ctx.moveLeft(cSp * 10);
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					else if (key.matches(XK_i)) ctx.moveRight(cSp * 10);
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					else if (key.matches(XK_x)) resetView();
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					else if (key.matches(XK_F11, XK_y)) toggleFullscreen();
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					redraw = true;
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				} else if (xev.type == ButtonPress) {
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					std::cout << "XEvent: ButtonPress:"
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							<< " button=" << xev.xbutton.button
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							<< std::endl;
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					if (xev.xbutton.button == 1);
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					else if (xev.xbutton.button == 4) ctx.adjustFov(+1.0);
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					else if (xev.xbutton.button == 5) ctx.adjustFov(-1.0);
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					else if (xev.xbutton.button == 8) resetView();
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					else if (xev.xbutton.button == 9) keepRunningX11 = false;
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					redraw = true;
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				} else if (xev.type == MotionNotify) {
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					// printCursorInfo(xev.xmotion);
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				} else if (xev.type == ConfigureNotify) {
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					std::cout << "XEvent: ConfigureNotify:"
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							<< " window=" << xev.xconfigure.window
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							<< " height=" << xev.xconfigure.height
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							<< " width=" << xev.xconfigure.width
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							<< std::endl;
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					if (listenToRootResizes
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							&& xev.xconfigure.window == parent) {
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						XResizeWindow(dpy, win,
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								xev.xconfigure.width, xev.xconfigure.height);
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					}
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				} else if (xev.type == UnmapNotify) {
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					std::cout << "XEvent: UnmapNotify" << std::endl;
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				} else if (xev.type == DestroyNotify) {
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					std::cout << "XEvent: DestroyNotify → finish" << std::endl;
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					break;
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				} else {
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					std::cout << "XEvent: type=" << xev.type << std::endl;
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				}
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				if (redraw) {
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					runShaders(shaderProgram);
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					glXSwapBuffers(dpy, win);
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				}
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			} else if (epoll[epollEvent].data.fd == STDIN_FILENO) {
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				int epollFD = epoll[epollEvent].data.fd;
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				logOutput << "other event: fd=" << epollFD << " data=";
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				for (char ch; read(epollFD, &ch, 1) > 0;) {
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					std::stringstream msg;
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					msg
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							<< std::hex
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							<< std::setfill('0')
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							<< std::setw(2)
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							<< (int) ch;
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					logOutput << msg.str();
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				}
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				logOutput << std::endl;
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			} else {
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				logOutput
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						<< "error: event on an unexpected FD: "
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						<< epoll[epollEvent].data.fd
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						<< std::endl;
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			}
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		}
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	}
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	XFree(vi);
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	// for (auto page : pdfTextures) glDeleteTextures(1, &page.texture);
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	glXMakeCurrent(dpy, None, NULL);
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	glXDestroyContext(dpy, glc);
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	XDestroyWindow(dpy, win);
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	XCloseDisplay(dpy);
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}
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void Shark::runShaders(GLuint program) {
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	std::cerr << "GLSL: runShaders(" << program << ")" << std::endl;
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	std::cerr << "background color: " << cfg.backgroundColor << std::endl;
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	glUseProgram(program);
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	checkError(&std::cerr);
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	glClearColor(
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			(cfg.backgroundColor >> 16 & 0xFF) / 256.,
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			(cfg.backgroundColor >> 8 & 0xFF) / 256.,
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			(cfg.backgroundColor & 0xFF) / 256.,
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			1.0);
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	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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	GLint viewport[4];
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	glGetIntegerv(GL_VIEWPORT, viewport);
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	GLfloat width = viewport[2];
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	GLfloat height = viewport[3];
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	glm::mat4 projection = glm::perspective(
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			glm::radians(ctx.fov),
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			width / height,
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			0.1f, 100.0f);
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	glUniformMatrix4fv(ProgAttr.uProjection, 1, GL_FALSE, &projection[0][0]);
0
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	glm::mat4 view = glm::lookAt(
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			ctx.cameraPos,
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			ctx.cameraPos + ctx.cameraFront,
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			ctx.cameraUp);
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	glUniformMatrix4fv(ProgAttr.uView, 1, GL_FALSE, &view[0][0]);
0
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	// glBindVertexArray(vao);
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	glm::mat4 model = glm::mat4(1.0f); // identity matrix
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	// model = glm::translate(model, glm::vec3(0., 0., 0.));
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	// float angle = 20.0f;
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	// glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f);
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	// model = glm::rotate(model, glm::radians(angle), xxx);
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	glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]);
0
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	glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plníme data
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	std::cerr << "GLSL: glDrawArrays()" << std::endl;
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}
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void Shark::log(LogLevel level, std::string message) {
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	::log(logOutput, level, message);
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}
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int Shark::setNonBlocking(int fd) {
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	int flags = fcntl(fd, F_GETFL, 0);
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	fcntl(fd, F_SETFL, flags | O_NONBLOCK);
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	return fd;
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}
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void Shark::loadVertices() {
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	for (int i = 0; i < textures.size(); i++) {
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		const Texture& tex = textures[i];
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		GLfloat ratio = tex.getRatio();
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		const std::vector<GLfloat> vertices = {
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			// Vertex XYZ                      Texture XY
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			-0.80f * ratio, +0.80f, +0.0, /**/ 0.0, 0.0,
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			+0.80f * ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
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			-0.80f * ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
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1
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			-0.80f * ratio, -0.80f, +0.0, /**/ 0.0, 1.0,
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			+0.80f * ratio, -0.80f, +0.0, /**/ 1.0, 1.0,
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			+0.80f * ratio, +0.80f, +0.0, /**/ 1.0, 0.0,
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1
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			// viz glDrawArrays(), kde vybereme počátek a počet hodnot
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		};
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		// Vertex data:
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		glVertexAttribPointer(ProgAttr.aVertexXYZ, 3, // vertex items
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				GL_FLOAT, GL_FALSE, 5 * sizeof (float),
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				(void*) 0);
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		glEnableVertexAttribArray(ProgAttr.aVertexXYZ);
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		// Texture positions:
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		glVertexAttribPointer(ProgAttr.aTextureXY, 2, // texture items
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				GL_FLOAT, GL_FALSE, 5 * sizeof (float),
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				(void*) (3 * sizeof (float)));
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		glEnableVertexAttribArray(ProgAttr.aTextureXY);
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		glBufferData(GL_ARRAY_BUFFER,
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				vertices.size() * sizeof (vertices[0]),
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				vertices.data(),
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				GL_STATIC_DRAW);
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		// GL_STATIC_DRAW:
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		//   The vertex data will be uploaded once
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		//   and drawn many times(e.g. the world).
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		// GL_DYNAMIC_DRAW:
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		//   The vertex data will be created once, changed from
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		// 	 time to time, but drawn many times more than that.
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		// GL_STREAM_DRAW:
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		//   The vertex data will be uploaded once and drawn once.
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1
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		// see also glBindBuffer(GL_ARRAY_BUFFER, vbo); where we set current VBO
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	}
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}
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1
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Shark::Texture Shark::loadTexture(const std::string& fileName) {
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	Texture tex;
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	tex.fileName = fileName;
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	MappedFile file(tex.fileName);
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	std::shared_ptr<ImageLoader::ImageBuffer> img(imageLoader.loadImage(file));
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	tex.width = img->width;
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	tex.height = img->height;
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	glGenTextures(1, &tex.id);
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	glBindTexture(GL_TEXTURE_2D, tex.id);
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	auto GLT2D = GL_TEXTURE_2D;
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	glTexImage2D(GLT2D, 0, GL_RGBA,
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			tex.width, tex.height,
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			0, GL_RGBA, GL_UNSIGNED_BYTE,
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			img->getData());
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	glTexParameteri(GLT2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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	glTexParameteri(GLT2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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	glTexParameteri(GLT2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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	glTexParameteri(GLT2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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	glGenerateMipmap(GLT2D);
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	std::cerr << "loadTexture(\"" << fileName.c_str() << "\", "
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			<< tex.width << ", " << tex.height << ") = " << tex.id << std::endl;
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	checkError(&std::cerr);
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	return tex;
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}
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void Shark::loadTextures(GLuint shaderProgram) {
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	for (const Configuration::Texture& tex : cfg.textures) {
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		textures.push_back(loadTexture(tex.fileName));
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		// TODO: review texture loading and binding
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		// works even without this - default texture
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		// glUniform1i(ProgAttr.jazz, jazz);
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		// checkError(&std::cerr);
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	}
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}
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GLuint Shark::loadShaders() {
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	try {
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		// Vertex Array Object (VAO)
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		GLuint vao;
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		glGenVertexArrays(1, &vao);
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		glBindVertexArray(vao);
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		// VAO - something like context for bound data/variables
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		// We can switch multiple VAOs. VAO can contain multiple VBOs.
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		// See also https://stackoverflow.com/questions/11821336/
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		// what-are-vertex-array-objects
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		// Vertex Buffer Object (VBO):
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		GLuint vbo;
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		glGenBuffers(1, &vbo);
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		glBindBuffer(GL_ARRAY_BUFFER, vbo);
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		std::vector<std::string> fileNames = {
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			"shaders/first.vert",
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			"shaders/first.frag",
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		};
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		std::vector<GLuint> shaders;
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		GLuint program = glCreateProgram();
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		// glBindFragDataLocation(program, 0, "outColor");
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		// glBindAttribLocation(program, LOC.input, "vertices");
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		for (const std::string& fileName : fileNames) {
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			MappedFile file(fileName);
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			GLuint shader = glCreateShader(toShaderType(fileName));
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			auto fileData = file.getData();
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			GLint fileSize = file.getSize();
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			glShaderSource(shader, 1, &fileData, &fileSize);
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			glCompileShader(shader);
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			GLint compileStatus;
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			glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
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			std::cerr << "GLSL shader compile status: "
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					<< compileStatus
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					<< (compileStatus == GL_TRUE ? " = OK" : " = ERROR")
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					<< std::endl;
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   397
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   398
			if (compileStatus != GL_TRUE) {
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   399
				char error[512];
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				glGetShaderInfoLog(shader, sizeof (error), NULL, error);
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   401
				std::cerr << "GLSL shader error: " << error;
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   402
				throw std::logic_error("GLSL: shader failed to compile");
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   403
			}
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   404
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
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   405
			glAttachShader(program, shader);
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   406
			shaders.push_back(shader);
bb715a82a8f1 project skeleton
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parents:
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   407
			std::cerr << "GLSL loaded: " << fileName.c_str() << std::endl;
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   408
		}
bb715a82a8f1 project skeleton
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   409
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   410
		// GLSL compiler does very efficient / aggressive optimization.
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   411
		// Attributes and uniforms that are not used in the shader are deleted.
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		// And even if we e.g. read color from a texture and overwrite it,
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   413
		// the variable is still deleted and considered „inactive“.
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parents:
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   414
		// Functions glGetAttribLocation() and glGetUniformLocation() return -1.
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   415
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   416
		glLinkProgram(program);
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   417
2
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   418
		ProgAttr.aVertexXYZ = glGetAttribLocation(program, "aVertexXYZ");
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   419
		ProgAttr.aTextureXY = glGetAttribLocation(program, "aTextureXY");
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   420
		ProgAttr.uModel = glGetUniformLocation(program, "uModel");
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   421
		ProgAttr.uView = glGetUniformLocation(program, "uView");
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   422
		ProgAttr.uProjection = glGetUniformLocation(program, "uProjection");
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   423
		ProgAttr.uTexture = glGetUniformLocation(program, "uTexture");
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   424
		ProgAttr.fColor = glGetFragDataLocation(program, "fColor");
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   425
		glBindFragDataLocation(program, ProgAttr.fColor, "fColor");
0
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   426
		// listVariables(program);
bb715a82a8f1 project skeleton
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   427
		GLint linkStatus;
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   428
		glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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   429
		if (linkStatus != GL_TRUE) {
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   430
			char error[512];
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
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   431
			glGetProgramInfoLog(program, sizeof (error), NULL, error);
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   432
			std::cerr << "GLSL program error: " << error;
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   433
			throw std::logic_error("GLSL: program failed to link");
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   434
		}
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František Kučera <franta-hg@frantovo.cz>
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   435
		std::cerr << "GLSL shader count: " << shaders.size() << std::endl;
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parents:
diff changeset
   436
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   437
		return program;
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   438
	} catch (const std::exception& e) {
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
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   439
		std::cerr << "Error while loading shaders: " << e.what() << std::endl;
bb715a82a8f1 project skeleton
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parents:
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   440
	} catch (...) {
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
parents:
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   441
		std::cerr << "Error while loading shaders: unknown" << std::endl;
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
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   442
	}
bb715a82a8f1 project skeleton
František Kučera <franta-hg@frantovo.cz>
parents:
diff changeset
   443
	throw std::logic_error("GLSL: loadShaders() failed");
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parents:
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   444
}
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František Kučera <franta-hg@frantovo.cz>
parents:
diff changeset
   445