mirror of https://github.com/axmolengine/axmol.git
485 lines
14 KiB
C++
485 lines
14 KiB
C++
/****************************************************************************
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Copyright 2012 cocos2d-x.org
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Copyright 2011 Jeff Lamarche
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Copyright 2012 Goffredo Marocchi
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Copyright 2012 Ricardo Quesada
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN false EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCDirector.h"
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#include "CCGLProgram.h"
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#include "ccGLStateCache.h"
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#include "ccMacros.h"
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#include "platform/CCFileUtils.h"
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#include "support/data_support/uthash.h"
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#include "cocoa/CCString.h"
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// extern
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#include "kazmath/GL/matrix.h"
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#include "kazmath/kazmath.h"
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NS_CC_BEGIN
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typedef struct _hashUniformEntry
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{
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GLvoid* value; // value
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unsigned int location; // Key
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UT_hash_handle hh; // hash entry
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} tHashUniformEntry;
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CCGLProgram::CCGLProgram()
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: m_uProgram(0)
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, m_uVertShader(0)
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, m_uFragShader(0)
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, m_pHashForUniforms(NULL)
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, m_bUsesTime(false)
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{
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memset(m_uUniforms, 0, sizeof(m_uUniforms));
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}
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CCGLProgram::~CCGLProgram()
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{
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CCLOGINFO("cocos2d: %s %d deallocing 0x%X", __FUNCTION__, __LINE__, this);
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// there is no need to delete the shaders. They should have been already deleted.
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CCAssert(m_uVertShader == 0, "Vertex Shaders should have been already deleted");
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CCAssert(m_uFragShader == 0, "Fragment Shaders should have been already deleted");
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if (m_uProgram)
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{
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ccGLDeleteProgram(m_uProgram);
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}
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tHashUniformEntry *current_element, *tmp;
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// Purge uniform hash
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HASH_ITER(hh, m_pHashForUniforms, current_element, tmp)
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{
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HASH_DEL(m_pHashForUniforms, current_element);
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free(current_element->value);
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free(current_element);
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}
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}
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bool CCGLProgram::initWithVertexShaderByteArray(const GLchar* vShaderByteArray, const GLchar* fShaderByteArray)
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{
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m_uProgram = glCreateProgram();
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CHECK_GL_ERROR_DEBUG();
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m_uVertShader = m_uFragShader = 0;
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if (vShaderByteArray)
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{
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if (!compileShader(&m_uVertShader, GL_VERTEX_SHADER, vShaderByteArray))
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{
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CCLOG("cocos2d: ERROR: Failed to compile vertex shader");
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}
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}
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// Create and compile fragment shader
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if (fShaderByteArray)
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{
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if (!compileShader(&m_uFragShader, GL_FRAGMENT_SHADER, fShaderByteArray))
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{
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CCLOG("cocos2d: ERROR: Failed to compile fragment shader");
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}
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}
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if (m_uVertShader)
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{
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glAttachShader(m_uProgram, m_uVertShader);
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}
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CHECK_GL_ERROR_DEBUG();
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if (m_uFragShader)
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{
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glAttachShader(m_uProgram, m_uFragShader);
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}
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m_pHashForUniforms = NULL;
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CHECK_GL_ERROR_DEBUG();
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return true;
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}
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bool CCGLProgram::initWithVertexShaderFilename(const char* vShaderFilename, const char* fShaderFilename)
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{
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const GLchar * vertexSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(vShaderFilename))->getCString();
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const GLchar * fragmentSource = (GLchar*) CCString::createWithContentsOfFile(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(fShaderFilename))->getCString();
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return initWithVertexShaderByteArray(vertexSource, fragmentSource);
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}
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const char* CCGLProgram::description()
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{
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return CCString::createWithFormat("<CCGLProgram = %08X | Program = %i, VertexShader = %i, FragmentShader = %i>", this, m_uProgram, m_uVertShader, m_uFragShader)->getCString();
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}
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bool CCGLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source)
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{
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GLint status;
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if (!source)
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{
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return false;
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}
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const GLchar *sources[] = {
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#if (CC_TARGET_PLATFORM != CC_PLATFORM_WIN32 && CC_TARGET_PLATFORM != CC_PLATFORM_LINUX && CC_TARGET_PLATFORM != CC_PLATFORM_MAC)
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(type == GL_VERTEX_SHADER ? "precision highp float;\n" : "precision mediump float;\n"),
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#endif
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"uniform mat4 CC_PMatrix;\n"
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"uniform mat4 CC_MVMatrix;\n"
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"uniform mat4 CC_MVPMatrix;\n"
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"uniform vec4 CC_Time;\n"
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"uniform vec4 CC_SinTime;\n"
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"uniform vec4 CC_CosTime;\n"
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"uniform vec4 CC_Random01;\n"
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"//CC INCLUDES END\n\n",
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source,
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};
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*shader = glCreateShader(type);
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glShaderSource(*shader, sizeof(sources)/sizeof(*sources), sources, NULL);
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glCompileShader(*shader);
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glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
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if (! status)
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{
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GLsizei length;
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glGetShaderiv(*shader, GL_SHADER_SOURCE_LENGTH, &length);
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GLchar* src = (GLchar *)malloc(sizeof(GLchar) * length);
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glGetShaderSource(*shader, length, NULL, src);
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CCLOG("cocos2d: ERROR: Failed to compile shader:\n%s", src);
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if (type == GL_VERTEX_SHADER)
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{
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CCLOG("cocos2d: %s", vertexShaderLog());
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}
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else
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{
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CCLOG("cocos2d: %s", fragmentShaderLog());
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}
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free(src);
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abort();
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}
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return (status == GL_TRUE);
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}
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void CCGLProgram::addAttribute(const char* attributeName, GLuint index)
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{
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glBindAttribLocation(m_uProgram, index, attributeName);
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}
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void CCGLProgram::updateUniforms()
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{
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m_uUniforms[kCCUniformPMatrix] = glGetUniformLocation(m_uProgram, kCCUniformPMatrix_s);
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m_uUniforms[kCCUniformMVMatrix] = glGetUniformLocation(m_uProgram, kCCUniformMVMatrix_s);
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m_uUniforms[kCCUniformMVPMatrix] = glGetUniformLocation(m_uProgram, kCCUniformMVPMatrix_s);
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m_uUniforms[kCCUniformTime] = glGetUniformLocation(m_uProgram, kCCUniformTime_s);
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m_uUniforms[kCCUniformSinTime] = glGetUniformLocation(m_uProgram, kCCUniformSinTime_s);
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m_uUniforms[kCCUniformCosTime] = glGetUniformLocation(m_uProgram, kCCUniformCosTime_s);
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m_bUsesTime = (
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m_uUniforms[kCCUniformTime] != -1 ||
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m_uUniforms[kCCUniformSinTime] != -1 ||
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m_uUniforms[kCCUniformCosTime] != -1
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);
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m_uUniforms[kCCUniformRandom01] = glGetUniformLocation(m_uProgram, kCCUniformRandom01_s);
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m_uUniforms[kCCUniformSampler] = glGetUniformLocation(m_uProgram, kCCUniformSampler_s);
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this->use();
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// Since sample most probably won't change, set it to 0 now.
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this->setUniformLocationWith1i(m_uUniforms[kCCUniformSampler], 0);
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}
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bool CCGLProgram::link()
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{
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CCAssert(m_uProgram != 0, "Cannot link invalid program");
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GLint status = GL_TRUE;
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glLinkProgram(m_uProgram);
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if (m_uVertShader)
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{
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glDeleteShader(m_uVertShader);
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}
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if (m_uFragShader)
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{
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glDeleteShader(m_uFragShader);
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}
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m_uVertShader = m_uFragShader = 0;
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#if DEBUG
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glGetProgramiv(m_uProgram, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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CCLOG("cocos2d: ERROR: Failed to link program: %i", m_uProgram);
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ccGLDeleteProgram(m_uProgram);
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m_uProgram = 0;
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}
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#endif
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return (status == GL_TRUE);
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}
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void CCGLProgram::use()
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{
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ccGLUseProgram(m_uProgram);
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}
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const char* CCGLProgram::logForOpenGLObject(GLuint object, GLInfoFunction infoFunc, GLLogFunction logFunc)
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{
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GLint logLength = 0, charsWritten = 0;
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infoFunc(object, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength < 1)
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return 0;
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char *logBytes = (char*)malloc(logLength);
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logFunc(object, logLength, &charsWritten, logBytes);
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CCString* log = CCString::create(logBytes);
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free(logBytes);
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return log->getCString();
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}
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const char* CCGLProgram::vertexShaderLog()
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{
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return this->logForOpenGLObject(m_uVertShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);
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}
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const char* CCGLProgram::fragmentShaderLog()
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{
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return this->logForOpenGLObject(m_uFragShader, (GLInfoFunction)&glGetShaderiv, (GLLogFunction)&glGetShaderInfoLog);
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}
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const char* CCGLProgram::programLog()
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{
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return this->logForOpenGLObject(m_uProgram, (GLInfoFunction)&glGetProgramiv, (GLLogFunction)&glGetProgramInfoLog);
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}
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// Uniform cache
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bool CCGLProgram::updateUniformLocation(GLint location, GLvoid* data, unsigned int bytes)
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{
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if (location < 0)
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{
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return false;
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}
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bool updated = true;
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tHashUniformEntry *element = NULL;
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HASH_FIND_INT(m_pHashForUniforms, &location, element);
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if (! element)
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{
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element = (tHashUniformEntry*)malloc( sizeof(*element) );
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// key
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element->location = location;
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// value
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element->value = malloc( bytes );
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memcpy(element->value, data, bytes );
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HASH_ADD_INT(m_pHashForUniforms, location, element);
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}
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else
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{
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if (memcmp(element->value, data, bytes) == 0)
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{
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updated = false;
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}
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else
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{
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memcpy(element->value, data, bytes);
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}
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}
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return updated;
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}
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void CCGLProgram::setUniformLocationWith1i(GLint location, GLint i1)
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{
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bool updated = updateUniformLocation(location, &i1, sizeof(i1)*1);
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if( updated )
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{
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glUniform1i( (GLint)location, i1);
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}
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}
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void CCGLProgram::setUniformLocationWith1f(GLint location, GLfloat f1)
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{
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bool updated = updateUniformLocation(location, &f1, sizeof(f1)*1);
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if( updated )
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{
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glUniform1f( (GLint)location, f1);
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}
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}
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void CCGLProgram::setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2)
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{
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GLfloat floats[2] = {f1,f2};
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bool updated = updateUniformLocation(location, floats, sizeof(floats));
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if( updated )
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{
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glUniform2f( (GLint)location, f1, f2);
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}
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}
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void CCGLProgram::setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3)
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{
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GLfloat floats[3] = {f1,f2,f3};
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bool updated = updateUniformLocation(location, floats, sizeof(floats));
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if( updated )
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{
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glUniform3f( (GLint)location, f1, f2, f3);
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}
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}
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void CCGLProgram::setUniformLocationWith4f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4)
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{
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GLfloat floats[4] = {f1,f2,f3,f4};
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bool updated = updateUniformLocation(location, floats, sizeof(floats));
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if( updated )
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{
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glUniform4f( (GLint)location, f1, f2, f3,f4);
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}
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}
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void CCGLProgram::setUniformLocationWith2fv(GLint location, GLfloat* floats, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, floats, sizeof(float)*2*numberOfArrays);
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if( updated )
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{
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glUniform2fv( (GLint)location, (GLsizei)numberOfArrays, floats );
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}
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}
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void CCGLProgram::setUniformLocationWith3fv(GLint location, GLfloat* floats, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, floats, sizeof(float)*3*numberOfArrays);
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if( updated )
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{
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glUniform3fv( (GLint)location, (GLsizei)numberOfArrays, floats );
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}
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}
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void CCGLProgram::setUniformLocationWith4fv(GLint location, GLfloat* floats, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, floats, sizeof(float)*4*numberOfArrays);
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if( updated )
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{
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glUniform4fv( (GLint)location, (GLsizei)numberOfArrays, floats );
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}
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}
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void CCGLProgram::setUniformLocationWithMatrix4fv(GLint location, GLfloat* matrixArray, unsigned int numberOfMatrices)
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{
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bool updated = updateUniformLocation(location, matrixArray, sizeof(float)*16*numberOfMatrices);
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if( updated )
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{
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glUniformMatrix4fv( (GLint)location, (GLsizei)numberOfMatrices, GL_FALSE, matrixArray);
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}
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}
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void CCGLProgram::setUniformsForBuiltins()
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{
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kmMat4 matrixP;
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kmMat4 matrixMV;
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kmMat4 matrixMVP;
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kmGLGetMatrix(KM_GL_PROJECTION, &matrixP);
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kmGLGetMatrix(KM_GL_MODELVIEW, &matrixMV);
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kmMat4Multiply(&matrixMVP, &matrixP, &matrixMV);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformPMatrix], matrixP.mat, 1);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVMatrix], matrixMV.mat, 1);
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setUniformLocationWithMatrix4fv(m_uUniforms[kCCUniformMVPMatrix], matrixMVP.mat, 1);
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if(m_bUsesTime)
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{
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CCDirector *director = CCDirector::sharedDirector();
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// This doesn't give the most accurate global time value.
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// Cocos2D doesn't store a high precision time value, so this will have to do.
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// Getting Mach time per frame per shader using time could be extremely expensive.
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float time = director->getTotalFrames() * director->getAnimationInterval();
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setUniformLocationWith4f(m_uUniforms[kCCUniformTime], time/10.0, time, time*2, time*4);
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setUniformLocationWith4f(m_uUniforms[kCCUniformSinTime], time/8.0, time/4.0, time/2.0, sinf(time));
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setUniformLocationWith4f(m_uUniforms[kCCUniformCosTime], time/8.0, time/4.0, time/2.0, cosf(time));
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}
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if (m_uUniforms[kCCUniformRandom01] != -1)
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{
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setUniformLocationWith4f(m_uUniforms[kCCUniformRandom01], CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1());
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}
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}
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void CCGLProgram::reset()
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{
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m_uVertShader = m_uFragShader = 0;
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memset(m_uUniforms, 0, sizeof(m_uUniforms));
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// it is already deallocated by android
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//ccGLDeleteProgram(m_uProgram);
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m_uProgram = 0;
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tHashUniformEntry *current_element, *tmp;
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// Purge uniform hash
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HASH_ITER(hh, m_pHashForUniforms, current_element, tmp)
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{
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HASH_DEL(m_pHashForUniforms, current_element);
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free(current_element->value);
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free(current_element);
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}
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m_pHashForUniforms = NULL;
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}
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NS_CC_END
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