mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-09 21:54:35 +00:00
update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
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c7be48130a
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5986 changed files with 1811270 additions and 453803 deletions
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@ -4,7 +4,6 @@
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#include <stdio.h>
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#include <stdlib.h>
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// Load the shader from the source text
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void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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{
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@ -14,11 +13,9 @@ void gltLoadShaderSrc(const char *szShaderSrc, GLuint shader)
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glShaderSource(shader, 1, (const GLchar **)fsStringPtr, NULL);
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}
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GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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{
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assert(glGetError()==GL_NO_ERROR);
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assert(glGetError() == GL_NO_ERROR);
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// Temporary Shader objects
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GLuint hVertexShader;
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@ -35,46 +32,43 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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// Compile them
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glCompileShader(hVertexShader);
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assert(glGetError()==GL_NO_ERROR);
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assert(glGetError() == GL_NO_ERROR);
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glGetShaderiv(hVertexShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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if (testVal == GL_FALSE)
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{
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char temp[256] = "";
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glGetShaderInfoLog( hVertexShader, 256, NULL, temp);
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fprintf( stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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return 0;
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char temp[256] = "";
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glGetShaderInfoLog(hVertexShader, 256, NULL, temp);
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fprintf(stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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return 0;
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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return (GLuint)NULL;
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return (GLuint)0;
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}
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assert(glGetError()==GL_NO_ERROR);
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assert(glGetError() == GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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assert(glGetError()==GL_NO_ERROR);
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glCompileShader(hFragmentShader);
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assert(glGetError() == GL_NO_ERROR);
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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if(testVal == GL_FALSE)
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glGetShaderiv(hFragmentShader, GL_COMPILE_STATUS, &testVal);
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if (testVal == GL_FALSE)
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{
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char temp[256] = "";
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glGetShaderInfoLog( hFragmentShader, 256, NULL, temp);
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fprintf( stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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exit(0);
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char temp[256] = "";
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glGetShaderInfoLog(hFragmentShader, 256, NULL, temp);
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fprintf(stderr, "Compile failed:\n%s\n", temp);
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assert(0);
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exit(EXIT_FAILURE);
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glDeleteShader(hVertexShader);
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glDeleteShader(hFragmentShader);
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return (GLuint)NULL;
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return (GLuint)0;
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}
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assert(glGetError()==GL_NO_ERROR);
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assert(glGetError() == GL_NO_ERROR);
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// Check for errors
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// Link them - assuming it works...
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hReturn = glCreateProgram();
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glAttachShader(hReturn, hVertexShader);
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@ -88,24 +82,22 @@ GLuint gltLoadShaderPair(const char *szVertexProg, const char *szFragmentProg)
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// Make sure link worked too
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glGetProgramiv(hReturn, GL_LINK_STATUS, &testVal);
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if(testVal == GL_FALSE)
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if (testVal == GL_FALSE)
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{
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GLsizei maxLen = 4096;
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GLchar infoLog[4096];
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GLsizei actualLen;
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glGetProgramInfoLog( hReturn,
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maxLen,
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&actualLen,
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infoLog);
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glGetProgramInfoLog(hReturn,
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maxLen,
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&actualLen,
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infoLog);
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printf("Warning/Error in GLSL shader:\n");
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printf("%s\n",infoLog);
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printf("%s\n", infoLog);
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glDeleteProgram(hReturn);
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return (GLuint)NULL;
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return (GLuint)0;
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}
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return hReturn;
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}
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