- removed deprecated gl2 code as it was not used
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_
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#define _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_
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#include "texture_manager.h"
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#include "model_manager.h"
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#include "font_manager.h"
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#include "particle.h"
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#include "graphics_factory.h"
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#include "text_renderer_gl.h"
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#include "model_renderer_gl.h"
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#include "particle_renderer_gl.h"
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#include "context_gl.h"
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#include "model_gl.h"
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#include "texture_gl.h"
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#include "font_gl.h"
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#include "shader_gl.h"
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#include "shader_manager.h"
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#include "leak_dumper.h"
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namespace Shared{ namespace Graphics{ namespace Gl{
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// =====================================================
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// class GraphicsFactoryGl
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// =====================================================
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class GraphicsFactoryGl2: public GraphicsFactory{
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public:
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//context
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virtual Context *newContext() {return new ContextGl();}
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//textures
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virtual TextureManager *newTextureManager() {return new TextureManager();}
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virtual Texture1D *newTexture1D() {return new Texture1DGl();}
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virtual Texture2D *newTexture2D() {return new Texture2DGl();}
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virtual Texture3D *newTexture3D() {return new Texture3DGl();}
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virtual TextureCube *newTextureCube() {return new TextureCubeGl();}
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//models
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virtual ModelManager *newModelManager() {return new ModelManager();}
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virtual ModelRenderer *newModelRenderer() {return new ModelRendererGl();}
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virtual Model *newModel() {return new ModelGl();}
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//text
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virtual FontManager *newFontManager() {return new FontManager();}
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virtual TextRenderer2D *newTextRenderer2D() {return new TextRenderer2DGl();}
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virtual TextRenderer3D *newTextRenderer3D() {return new TextRenderer3DGl();}
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virtual Font2D *newFont2D() {return new Font2DGl();}
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virtual Font3D *newFont3D() {return new Font3DGl();}
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//particles
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virtual ParticleManager *newParticleManager() {return new ParticleManager();}
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virtual ParticleRenderer *newParticleRenderer() {return new ParticleRendererGl();}
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//shaders
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virtual ShaderManager *newShaderManager() {return new ShaderManager();}
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virtual ShaderProgram *newShaderProgram() {return new ShaderProgramGl();}
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virtual VertexShader *newVertexShader() {return new VertexShaderGl();}
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virtual FragmentShader *newFragmentShader() {return new FragmentShaderGl();}
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};
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}}}//end namespace
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#endif
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@ -1,72 +0,0 @@
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// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_
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#define _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_
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#include "texture_manager.h"
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#include "model_manager.h"
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#include "particle_manager.h"
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#include "font_manager.h"
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#include "graphics_factory.h"
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#include "text_renderer_gl.h"
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#include "model_renderer_gl.h"
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#include "particle_renderer_gl.h"
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#include "context_gl.h"
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#include "model_gl.h"
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#include "texture_gl.h"
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#include "font_gl.h"
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#include "shader_gl.h"
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namespace Shared{ namespace Graphics{ namespace Gl{
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// =====================================================
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// class GraphicsFactoryGl
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// =====================================================
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class GraphicsFactoryGl: public GraphicsFactory{
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public:
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//context
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virtual Context *newContext() {return new ContextGl();}
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//textures
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virtual TextureManager *newTextureManager() {return new TextureManager();}
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virtual Texture1D *newTexture1D() {return new Texture1DGl();}
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virtual Texture2D *newTexture2D() {return new Texture2DGl();}
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virtual Texture3D *newTexture3D() {return new Texture3DGl();}
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virtual TextureCube *newTextureCube() {return new TextureCubeGl();}
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//models
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virtual ModelManager *newModelManager() {return new ModelManager();}
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virtual ModelRenderer *newModelRenderer() {return new ModelRendererGl();}
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virtual Model *newModel() {return new ModelGl();}
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//text
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virtual FontManager *newFontManager() {return new FontManager();}
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virtual TextRenderer2D *newTextRenderer2D() {return new TextRenderer2DGl();}
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virtual TextRenderer3D *newTextRenderer3D() {return new TextRenderer3DGl();}
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virtual Font2D *newFont2D() {return new Font2DGl();}
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virtual Font3D *newFont3D() {return new Font3DGl();}
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//particles
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virtual ParticleManager *newParticleManager() {return new ParticleManager();}
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virtual ParticleRenderer *newParticleRenderer() {return new ParticleRendererGl();}
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//shaders
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virtual Shadermanager *newShadermanager() {return new ShaderManager();}
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virtual ShaderProgram *newShaderProgram() {return new ShaderProgramGl();}
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virtual VertexShader *newVertexShader() {return new VertexShaderGl();}
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virtual FragmentShader *newFragmentShader() {return new FragmentShaderGl();}
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};
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}}}//end namespace
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#endif
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@ -1,110 +0,0 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_GRAPHICS_GL_SHADERGL_H_
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#define _SHARED_GRAPHICS_GL_SHADERGL_H_
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#include <map>
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#include <vector>
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#include "shader.h"
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#include "opengl.h"
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using std::vector;
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using std::string;
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using std::pair;
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namespace Shared{ namespace Graphics{ namespace Gl{
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// =====================================================
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// class ShaderProgramGl
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// =====================================================
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class ShaderProgramGl: public ShaderProgram{
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private:
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typedef pair<string, int> AttributePair;
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typedef vector<AttributePair> Attributes;
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private:
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Attributes attributes;
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GLhandleARB handle;
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VertexShader *vertexShader;
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FragmentShader *fragmentShader;
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bool inited;
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public:
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ShaderProgramGl();
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GLhandleARB getHandle() const {return handle;}
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virtual void init();
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virtual void end();
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virtual void attach(VertexShader *vertexShader, FragmentShader *fragmentShader);
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virtual bool link(string &messages);
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virtual void activate();
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virtual void setUniform(const string &name, int value);
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virtual void setUniform(const string &name, float value);
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virtual void setUniform(const string &name, const Vec2f &value);
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virtual void setUniform(const string &name, const Vec3f &value);
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virtual void setUniform(const string &name, const Vec4f &value);
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virtual void setUniform(const string &name, const Matrix3f &value);
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virtual void setUniform(const string &name, const Matrix4f &value);
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void bindAttribute(const string &name, int index);
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private:
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GLint getLocation(const string &name);
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};
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// =====================================================
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// class ShaderGl
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// =====================================================
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class ShaderGl: virtual public Shader{
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protected:
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GLhandleARB handle;
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ShaderSource source;
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bool inited;
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public:
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ShaderGl();
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const ShaderSource *getSource() const {return &source;}
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GLhandleARB getHandle() const {return handle;}
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virtual void load(const string &path);
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virtual bool compile(string &messages);
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virtual void end();
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};
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// =====================================================
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// class VertexShaderGl
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// =====================================================
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class VertexShaderGl: public VertexShader, public ShaderGl{
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public:
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virtual void init();
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};
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// =====================================================
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// class FragmentShaderGl
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// =====================================================
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class FragmentShaderGl: public FragmentShader, public ShaderGl{
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public:
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virtual void init();
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};
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}}}//end namespace
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#endif
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