Add m_ to member variables.
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@@ -8,22 +8,22 @@
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ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexShaderPath,
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const std::string &fragmentShaderPath)
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: unique_name(name)
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: m_uniqueName(name)
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{
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std::string vertexShaderSource = parse(vertexShaderPath.c_str());
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std::string fragmentShaderSource = parse(fragmentShaderPath.c_str());
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shaderProgramId = glCreateProgram();
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m_shaderProgramId = glCreateProgram();
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GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
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glAttachShader(shaderProgramId, vs);
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glAttachShader(shaderProgramId, fs);
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glAttachShader(m_shaderProgramId, vs);
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glAttachShader(m_shaderProgramId, fs);
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glLinkProgram(shaderProgramId);
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glLinkProgram(m_shaderProgramId);
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GLint isLinked = 0;
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glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
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glGetProgramiv(m_shaderProgramId, GL_LINK_STATUS, &isLinked);
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if (!isLinked) {
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std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << fragmentShaderPath << std::endl;
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}
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@@ -39,25 +39,25 @@ ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexS
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ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexShaderPath,
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const std::string &geometryShaderPath, const std::string &fragmentShaderPath)
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: unique_name(name)
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: m_uniqueName(name)
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{
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std::string vertexShaderSource = parse(vertexShaderPath.c_str());
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std::string geometryShaderSource = parse(geometryShaderPath.c_str());
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std::string fragmentShaderSource = parse(fragmentShaderPath.c_str());
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shaderProgramId = glCreateProgram();
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m_shaderProgramId = glCreateProgram();
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GLuint vs = compile(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint gs = compile(geometryShaderSource, GL_GEOMETRY_SHADER);
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GLuint fs = compile(fragmentShaderSource, GL_FRAGMENT_SHADER);
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glAttachShader(shaderProgramId, vs);
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glAttachShader(shaderProgramId, gs);
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glAttachShader(shaderProgramId, fs);
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glAttachShader(m_shaderProgramId, vs);
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glAttachShader(m_shaderProgramId, gs);
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glAttachShader(m_shaderProgramId, fs);
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glLinkProgram(shaderProgramId);
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glLinkProgram(m_shaderProgramId);
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GLint isLinked = 0;
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glGetProgramiv(shaderProgramId, GL_LINK_STATUS, &isLinked);
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glGetProgramiv(m_shaderProgramId, GL_LINK_STATUS, &isLinked);
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if (!isLinked) {
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std::cout << "Failed to link shaderProgram: " << vertexShaderPath << ", " << geometryShaderPath << ", "
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<< fragmentShaderPath << std::endl;
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@@ -76,12 +76,12 @@ ShaderProgram::ShaderProgram(const std::string &name, const std::string &vertexS
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ShaderProgram::~ShaderProgram()
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{
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glDeleteProgram(shaderProgramId);
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glDeleteProgram(m_shaderProgramId);
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}
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void ShaderProgram::bind()
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{
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glUseProgram(shaderProgramId);
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glUseProgram(m_shaderProgramId);
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}
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void ShaderProgram::unbind()
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@@ -127,11 +127,11 @@ GLuint ShaderProgram::compile(const std::string &shaderSource, GLenum type)
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GLint ShaderProgram::retrieveUniformLocation(const std::string &name) const
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{
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if (uniformLocationCache.find(name) != uniformLocationCache.end())
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return uniformLocationCache[name];
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if (m_uniformLocationCache.find(name) != m_uniformLocationCache.end())
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return m_uniformLocationCache[name];
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GLint location = glGetUniformLocation(shaderProgramId, name.c_str());
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uniformLocationCache[name] = location;
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GLint location = glGetUniformLocation(m_shaderProgramId, name.c_str());
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m_uniformLocationCache[name] = location;
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return location;
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}
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@@ -174,10 +174,10 @@ void ShaderProgram::setUniform(const std::string &name, glm::mat4 matrix) const
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GLuint ShaderProgram::getShaderProgramId()
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{
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return shaderProgramId;
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return m_shaderProgramId;
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}
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std::string ShaderProgram::getUniqueName()
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const std::string &ShaderProgram::getUniqueName()
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{
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return unique_name;
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return m_uniqueName;
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}
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