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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted 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, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted 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 Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.program;
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import android.opengl.GLES30;
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import android.os.Build;
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import org.distorted.library.DistortedEffects;
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import java.io.BufferedReader;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* An object which encapsulates a vertex/fragment shader combo, aka Shader Program.
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*/
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public class DistortedProgram
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{
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private int mProgramHandle;
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private int mNumAttributes;
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private String[] mAttributeName;
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public final int[] mAttribute;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes)
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throws LinkingException
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{
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int programHandle = GLES30.glCreateProgram();
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if (programHandle != 0)
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{
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GLES30.glAttachShader(programHandle, vertexShaderHandle);
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GLES30.glAttachShader(programHandle, fragmentShaderHandle);
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if (attributes != null)
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{
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final int size = attributes.length;
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for (int i = 0; i < size; i++)
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{
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GLES30.glBindAttribLocation(programHandle, i, attributes[i]);
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}
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}
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GLES30.glLinkProgram(programHandle);
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final int[] linkStatus = new int[1];
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GLES30.glGetProgramiv(programHandle, GLES30.GL_LINK_STATUS, linkStatus, 0);
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if (linkStatus[0] != GLES30.GL_TRUE )
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{
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String error = GLES30.glGetProgramInfoLog(programHandle);
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GLES30.glDeleteProgram(programHandle);
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throw new LinkingException(error);
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}
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final int[] numberOfUniforms = new int[1];
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GLES30.glGetProgramiv(programHandle, GLES30.GL_ACTIVE_UNIFORMS, numberOfUniforms, 0);
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//android.util.Log.d("program", "number of active uniforms="+numberOfUniforms[0]);
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}
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return programHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private String parseOutAttribute(final String line)
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{
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int len = line.length();
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int whiteSpace, semicolon, nameBegin;
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char currChar;
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for(whiteSpace=0; whiteSpace<len; whiteSpace++)
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{
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currChar = line.charAt(whiteSpace);
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if( currChar!=' ' && currChar!='\t') break;
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}
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for(semicolon=whiteSpace; semicolon<len; semicolon++)
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{
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currChar = line.charAt(semicolon);
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if( currChar==';') break;
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}
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if( semicolon<len && semicolon-whiteSpace>=11 ) // "attribute a;" --> 11
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{
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String subline = line.substring(whiteSpace,semicolon);
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int subLen = semicolon-whiteSpace;
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if( subline.startsWith("attribute"))
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{
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//android.util.Log.e("program", "GOOD LINE: " +subline+" subLen="+subLen);
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for(nameBegin=subLen-1; nameBegin>8; nameBegin--)
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{
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currChar=subline.charAt(nameBegin);
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if( currChar==' ' || currChar=='\t' )
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{
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mNumAttributes++;
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return subline.substring(nameBegin+1,subLen);
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}
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}
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}
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private String readTextFileFromRawResource(final InputStream inputStream, boolean doAttributes)
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{
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final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
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final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
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String nextLine, attribute, attrList="";
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final StringBuilder body = new StringBuilder();
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try
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{
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while ((nextLine = bufferedReader.readLine()) != null)
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{
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body.append(nextLine);
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body.append('\n');
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if( doAttributes )
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{
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attribute = parseOutAttribute(nextLine);
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if( attribute!=null )
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{
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//android.util.Log.d("program", "new attribute: "+attribute);
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if( attrList.length()>0 ) attrList+=" ";
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attrList += attribute;
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}
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}
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}
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}
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catch (IOException e)
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{
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return null;
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}
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if( doAttributes )
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{
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mAttributeName = attrList.split(" ");
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}
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return body.toString();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static void sanitizeMaxValues()
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throws VertexUniformsException,FragmentUniformsException
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{
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int maxV,maxF;
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int[] param = new int[1];
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GLES30.glGetIntegerv(GLES30.GL_MAX_VERTEX_UNIFORM_VECTORS, param, 0);
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maxV = param[0];
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GLES30.glGetIntegerv(GLES30.GL_MAX_FRAGMENT_UNIFORM_VECTORS, param, 0);
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maxF = param[0];
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//Log.d("program", "Max vectors in vertex shader: "+maxV);
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//Log.d("program", "Max vectors in fragment shader: "+maxF);
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if( !Build.FINGERPRINT.contains("generic") )
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{
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int realMaxV = (maxV-11)/4; // adjust this in case of changes to the shaders...
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int realMaxF = (maxF- 2)/4; //
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if( DistortedEffects.getMaxVertex() > realMaxV )
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{
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throw new VertexUniformsException("Too many effects in the vertex shader, max is "+realMaxV, realMaxV);
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}
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if( DistortedEffects.getMaxFragment() > realMaxF )
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{
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throw new FragmentUniformsException("Too many effects in the fragment shader, max is "+realMaxF, realMaxF);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int compileShader(final int shaderType, final String shaderSource)
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throws FragmentCompilationException,VertexCompilationException
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{
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int shaderHandle = GLES30.glCreateShader(shaderType);
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if (shaderHandle != 0)
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{
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GLES30.glShaderSource(shaderHandle, shaderSource);
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GLES30.glCompileShader(shaderHandle);
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final int[] compileStatus = new int[1];
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GLES30.glGetShaderiv(shaderHandle, GLES30.GL_COMPILE_STATUS, compileStatus, 0);
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if (compileStatus[0] != GLES30.GL_TRUE )
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{
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GLES30.glDeleteShader(shaderHandle);
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shaderHandle = 0;
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}
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}
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if (shaderHandle == 0)
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{
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String error = GLES30.glGetShaderInfoLog(shaderHandle);
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switch(shaderType)
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{
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case GLES30.GL_VERTEX_SHADER : throw new VertexCompilationException(error);
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case GLES30.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
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default : throw new RuntimeException(error);
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}
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}
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return shaderHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC API
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Create a new Shader Program from source stored in resource files.
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* <p>
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* Needs to be called from a thread holding the OpenGL context.
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*
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* @param vertex InputStream containing the opened Resource file from where to read vertex shader code.
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* @param fragment InputStream containing the opened Resource file from where to read fragment shader code.
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* @throws FragmentCompilationException
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* @throws VertexCompilationException
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* @throws VertexUniformsException
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* @throws FragmentUniformsException
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* @throws LinkingException
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*/
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public DistortedProgram(final InputStream vertex, final InputStream fragment, final String vertexHeader, final String fragmentHeader)
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throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
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{
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mNumAttributes = 0;
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final String vertexShader = readTextFileFromRawResource(vertex , true );
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final String fragmentShader = readTextFileFromRawResource(fragment, false);
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sanitizeMaxValues();
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final int vertexShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertexHeader + vertexShader );
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final int fragmentShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragmentHeader + fragmentShader);
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mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName);
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mAttribute = new int[mNumAttributes];
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for(int i=0; i<mNumAttributes; i++)
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{
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mAttribute[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Return the handle of the created program so that we can later, say, call glUseProgram.
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*/
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public int getProgramHandle()
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{
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return mProgramHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Use the program and enable all vertex attribute arrays.
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*
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* Needs to be called from a thread holding the OpenGL context.
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*/
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public void useProgram()
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{
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GLES30.glUseProgram(mProgramHandle);
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for(int i=0; i<mNumAttributes; i++)
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GLES30.glEnableVertexAttribArray(mAttribute[i]);
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}
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}
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