Shader reload works
parent
c1a82427c0
commit
499eba60b7
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@ -8,12 +8,11 @@ out vec3 outColor;
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void main() {
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void main() {
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outColor = vec3(
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outColor = vec3(
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uColor.r * fragmentColor.r,
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uColor.r * fragmentColor.r,
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uColor.g * fragmentColor.g,
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uColor.g * fragmentColor.g,
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uColor.b * fragmentColor.b
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uColor.b * fragmentColor.b
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);
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);
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// outColor = max(uColor.rgb, fragmentColor.rgb);
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outColor = fragmentColor.rgb + uColor.rgb - uColor.rgb;
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outColor = fragmentColor.rgb + uColor.rgb - uColor.rgb;
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}
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}
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@ -24,10 +24,10 @@ RenderProgram::~RenderProgram() {
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glDeleteProgram(mProgramId);
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glDeleteProgram(mProgramId);
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}
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}
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bool RenderProgram::Load() {
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GLuint RenderProgram::CompileVertexShader() {
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// Create the shaders
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Vertex Shader code from the file
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// Read the Vertex Shader code from the file
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std::string VertexShaderCode;
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std::string VertexShaderCode;
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@ -40,23 +40,12 @@ bool RenderProgram::Load() {
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}else{
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}else{
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gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !", mVertexShaderFilename.c_str());
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gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !", mVertexShaderFilename.c_str());
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getchar();
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getchar();
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return false;
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return -1;
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}
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::stringstream sstr;
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sstr << FragmentShaderStream.rdbuf();
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FragmentShaderCode = sstr.str();
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FragmentShaderStream.close();
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}
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}
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GLint Result = GL_FALSE;
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GLint Result = GL_FALSE;
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int InfoLogLength;
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int InfoLogLength;
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// Compile Vertex Shader
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// Compile Vertex Shader
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gLog("Compiling shader : %s", mVertexShaderFilename.c_str());
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gLog("Compiling shader : %s", mVertexShaderFilename.c_str());
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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char const * VertexSourcePointer = VertexShaderCode.c_str();
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@ -70,9 +59,28 @@ bool RenderProgram::Load() {
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std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
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gLog("%s", &VertexShaderErrorMessage[0]);
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gLog("%s", &VertexShaderErrorMessage[0]);
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return -1;
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}
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}
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return VertexShaderID;
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}
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GLuint RenderProgram::CompileFragmentShader() {
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GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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// Read the Fragment Shader code from the file
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std::string FragmentShaderCode;
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std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in);
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if(FragmentShaderStream.is_open()){
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std::stringstream sstr;
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sstr << FragmentShaderStream.rdbuf();
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FragmentShaderCode = sstr.str();
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FragmentShaderStream.close();
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}
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Compile Fragment Shader
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// Compile Fragment Shader
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gLog("Compiling shader : %s", mFragmentShaderFilename.c_str());
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gLog("Compiling shader : %s", mFragmentShaderFilename.c_str());
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@ -87,17 +95,24 @@ bool RenderProgram::Load() {
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
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gLog("%s", &FragmentShaderErrorMessage[0]);
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gLog("%s", &FragmentShaderErrorMessage[0]);
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return -1;
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}
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}
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return FragmentShaderID;
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}
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GLuint RenderProgram::LinkProgram(GLuint vertex_shader, GLuint fragment_shader) {
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// Link the program
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// Link the program
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gLog("Linking program");
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gLog("Linking program");
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GLuint ProgramID = glCreateProgram();
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GLuint ProgramID = glCreateProgram();
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glAttachShader(ProgramID, VertexShaderID);
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glAttachShader(ProgramID, vertex_shader);
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glAttachShader(ProgramID, FragmentShaderID);
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glAttachShader(ProgramID, fragment_shader);
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glLinkProgram(ProgramID);
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glLinkProgram(ProgramID);
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GLint Result = GL_FALSE;
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int InfoLogLength;
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// Check the program
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// Check the program
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
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@ -107,13 +122,35 @@ bool RenderProgram::Load() {
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gLog("%s", &ProgramErrorMessage[0]);
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gLog("%s", &ProgramErrorMessage[0]);
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}
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}
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glDetachShader(ProgramID, VertexShaderID);
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return ProgramID;
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glDetachShader(ProgramID, FragmentShaderID);
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}
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glDeleteShader(VertexShaderID);
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bool RenderProgram::Load() {
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glDeleteShader(FragmentShaderID);
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GLuint vertex_shader_id = CompileVertexShader();
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if (vertex_shader_id == -1) {
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return false;
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}
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GLuint fragment_shader_id = CompileFragmentShader();
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if (fragment_shader_id == -1) {
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glDeleteShader(vertex_shader_id);
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return false;
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}
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mProgramId = LinkProgram(vertex_shader_id, fragment_shader_id);
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if (mProgramId == -1) {
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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return false;
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}
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glDetachShader(mProgramId, vertex_shader_id);
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glDetachShader(mProgramId, fragment_shader_id);
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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mProgramId = ProgramID;
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return true;
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return true;
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}
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}
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@ -148,6 +185,38 @@ void RenderProgram::RegisterFileModification() {
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bool RenderProgram::OnFileChanged(const std::string& filename) {
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bool RenderProgram::OnFileChanged(const std::string& filename) {
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gLog("Renderprogram reload as file %s changed", filename.c_str());
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gLog("Renderprogram reload as file %s changed", filename.c_str());
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GLuint vertex_shader_id = CompileVertexShader();
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if (vertex_shader_id == -1) {
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gLog ("Reload failed: error when compiling vertex shader");
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return true;
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}
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GLuint fragment_shader_id = CompileFragmentShader();
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if (fragment_shader_id == -1) {
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glDeleteShader(vertex_shader_id);
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gLog ("Reload failed: error when compiling fragment shader");
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return false;
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}
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mProgramId = LinkProgram(vertex_shader_id, fragment_shader_id);
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if (mProgramId == -1) {
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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gLog ("Reload failed: error when linking the program");
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return false;
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}
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glDetachShader(mProgramId, vertex_shader_id);
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glDetachShader(mProgramId, fragment_shader_id);
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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gLog ("Reload successful");
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return true;
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return true;
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}
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}
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@ -149,6 +149,10 @@ struct RenderProgram : AFileModificationListener {
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bool Load();
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bool Load();
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GLuint CompileVertexShader();
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GLuint CompileFragmentShader();
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GLuint LinkProgram(GLuint vertex_shader, GLuint fragment_shader);
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void RegisterFileModification();
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void RegisterFileModification();
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virtual bool OnFileChanged(const std::string& filename);
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virtual bool OnFileChanged(const std::string& filename);
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};
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};
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