Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
This commit is contained in:
@@ -3,26 +3,28 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/DebugDrawer.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/ShaderProgramManager.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Utility/BufferMapper.hpp>
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#include <Nazara/Utility/Mesh.hpp>
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#include <Nazara/Utility/Skeleton.hpp>
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#include <Nazara/Utility/VertexBuffer.hpp>
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#include <Nazara/Utility/VertexDeclaration.hpp>
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#include <Nazara/Utility/VertexStruct.hpp>
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#include <memory>
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#include <Nazara/Renderer/Debug.hpp>
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///TODO: Améliorer
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namespace
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{
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static std::unique_ptr<NzShader> s_shader = nullptr;
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static NzColor s_primaryColor;
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static NzColor s_secondaryColor;
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static NzRenderStates s_renderStates;
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static const NzShaderProgram* s_program = nullptr;
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static NzVertexBuffer s_vertexBuffer;
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static bool s_initialized = false;
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static int s_colorLocation = -1;
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@@ -126,10 +128,10 @@ void NzDebugDrawer::Draw(const NzBoxf& box)
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mapper.Unmap();
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, 24);
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}
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@@ -213,10 +215,10 @@ void NzDebugDrawer::Draw(const NzFrustumf& frustum)
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mapper.Unmap();
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, 24);
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}
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@@ -295,10 +297,10 @@ void NzDebugDrawer::Draw(const NzOrientedBoxf& orientedBox)
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mapper.Unmap();
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, 24);
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}
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@@ -343,13 +345,13 @@ void NzDebugDrawer::Draw(const NzSkeleton* skeleton)
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if (vertexCount > 0)
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{
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, vertexCount);
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s_program->SendColor(s_colorLocation, s_secondaryColor);
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s_shader->SendColor(s_colorLocation, s_secondaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_PointList, 0, vertexCount);
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}
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}
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@@ -393,10 +395,10 @@ void NzDebugDrawer::DrawBinormals(const NzStaticMesh* subMesh)
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if (vertexCount > 0)
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{
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, vertexCount);
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}
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}
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@@ -469,10 +471,10 @@ void NzDebugDrawer::DrawCone(const NzVector3f& origin, const NzQuaternionf& rota
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mapper.Unmap();
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, 16);
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}
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@@ -516,10 +518,10 @@ void NzDebugDrawer::DrawNormals(const NzStaticMesh* subMesh)
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if (vertexCount > 0)
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{
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, vertexCount);
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}
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}
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@@ -563,10 +565,10 @@ void NzDebugDrawer::DrawTangents(const NzStaticMesh* subMesh)
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if (vertexCount > 0)
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{
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NzRenderer::SetRenderStates(s_renderStates);
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NzRenderer::SetShaderProgram(s_program);
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NzRenderer::SetShader(s_shader.get());
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NzRenderer::SetVertexBuffer(&s_vertexBuffer);
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s_program->SendColor(s_colorLocation, s_primaryColor);
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s_shader->SendColor(s_colorLocation, s_primaryColor);
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NzRenderer::DrawPrimitives(nzPrimitiveMode_LineList, 0, vertexCount);
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}
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}
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@@ -600,35 +602,85 @@ bool NzDebugDrawer::Initialize()
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{
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if (!s_initialized)
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{
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// s_program
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// s_shader
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{
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NzShaderProgramManagerParams params;
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params.target = nzShaderTarget_Model;
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params.flags = 0;
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params.model.alphaMapping = false;
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params.model.alphaTest = false;
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params.model.diffuseMapping = false;
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params.model.emissiveMapping = false;
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params.model.lighting = false;
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params.model.normalMapping = false;
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params.model.parallaxMapping = false;
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params.model.specularMapping = false;
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const char* fragmentSource110 =
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"#version 110\n"
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"uniform vec3 color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(color, 1.0);\n"
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"}\n";
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s_program = NzShaderProgramManager::Get(params);
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if (!s_program)
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const char* fragmentSource140 =
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"#version 140\n"
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"uniform vec3 color;\n"
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"out vec4 RenderTarget0;\n"
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"void main()\n"
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"{\n"
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" RenderTarget0 = vec4(color, 1.0);\n"
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"}\n";
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const char* vertexSource110 =
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"#version 110\n"
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"attribute vec3 Position;\n"
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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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" gl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n"
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"}\n";
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const char* vertexSource140 =
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"#version 140\n"
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"in vec3 Position;\n"
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"uniform mat4 WorldViewProjMatrix;\n"
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"void main()\n"
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"{\n"
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" gl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n"
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"}\n";
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bool useGLSL140 = (NzOpenGL::GetVersion() >= 310);
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s_shader.reset(new NzShader);
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if (!s_shader->Create())
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{
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NazaraError("Failed to build debug s_program");
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Uninitialize();
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NazaraError("Failed to create shader");
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return false;
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}
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s_colorLocation = s_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse);
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if (!s_shader->AttachStageFromSource(nzShaderStage_Fragment, (useGLSL140) ? fragmentSource140 : fragmentSource110))
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{
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Uninitialize();
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NazaraError("Failed to load fragment shader");
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return false;
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}
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if (!s_shader->AttachStageFromSource(nzShaderStage_Vertex, (useGLSL140) ? vertexSource140 : vertexSource110))
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{
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Uninitialize();
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NazaraError("Failed to load vertex shader");
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return false;
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}
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if (!s_shader->Link())
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{
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Uninitialize();
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NazaraError("Failed to link shader");
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return false;
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}
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s_colorLocation = s_shader->GetUniformLocation("color");
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}
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// s_vertexBuffer
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try
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{
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NzErrorFlags flags(nzErrorFlag_ThrowException);
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s_vertexBuffer.Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ), 65365, nzBufferStorage_Hardware, nzBufferUsage_Dynamic);
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}
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catch (const std::exception& e)
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@@ -676,6 +728,7 @@ void NzDebugDrawer::SetSecondaryColor(const NzColor& color)
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void NzDebugDrawer::Uninitialize()
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{
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s_shader.reset();
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s_vertexBuffer.Reset();
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s_initialized = false;
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}
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