/* * Copyright (c) 2010-2015 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include "shadermanager.h" #include #include #include #include ShaderManager g_shaders; void ShaderManager::init() { if(!g_graphics.canUseShaders()) return; m_defaultItemShader = createFragmentShaderFromCode("Item", glslMainFragmentShader + glslTextureSrcFragmentShader); setupItemShader(m_defaultItemShader); m_defaultMapShader = createFragmentShaderFromCode("Map", glslMainFragmentShader + glslTextureSrcFragmentShader); PainterShaderProgram::release(); } void ShaderManager::terminate() { m_defaultItemShader = nullptr; m_defaultMapShader = nullptr; m_shaders.clear(); } PainterShaderProgramPtr ShaderManager::createShader(const std::string& name) { if(!g_graphics.canUseShaders()) { g_logger.error(stdext::format("unable to create shader '%s', shaders are not supported", name)); return nullptr; } PainterShaderProgramPtr shader(new PainterShaderProgram); m_shaders[name] = shader; return shader; } PainterShaderProgramPtr ShaderManager::createFragmentShader(const std::string& name, std::string file) { PainterShaderProgramPtr shader = createShader(name); if(!shader) return nullptr; file = g_resources.guessFilePath(file, "frag"); shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); if(!shader->addShaderFromSourceFile(Shader::Fragment, file)) { g_logger.error(stdext::format("unable to load fragment shader '%s' from source file '%s'", name, file)); return nullptr; } if(!shader->link()) { g_logger.error(stdext::format("unable to link shader '%s' from file '%s'", name, file)); return nullptr; } m_shaders[name] = shader; return shader; } PainterShaderProgramPtr ShaderManager::createFragmentShaderFromCode(const std::string& name, const std::string& code) { PainterShaderProgramPtr shader = createShader(name); if(!shader) return nullptr; shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); if(!shader->addShaderFromSourceCode(Shader::Fragment, code)) { g_logger.error(stdext::format("unable to load fragment shader '%s'", name)); return nullptr; } if(!shader->link()) { g_logger.error(stdext::format("unable to link shader '%s'", name)); return nullptr; } m_shaders[name] = shader; return shader; } PainterShaderProgramPtr ShaderManager::createItemShader(const std::string& name, const std::string& file) { PainterShaderProgramPtr shader = createFragmentShader(name, file); if(shader) setupItemShader(shader); return shader; } PainterShaderProgramPtr ShaderManager::createMapShader(const std::string& name, const std::string& file) { PainterShaderProgramPtr shader = createFragmentShader(name, file); if(shader) setupMapShader(shader); return shader; } void ShaderManager::setupItemShader(const PainterShaderProgramPtr& shader) { if(!shader) return; shader->bindUniformLocation(ITEM_ID_UNIFORM, "u_ItemId"); } void ShaderManager::setupMapShader(const PainterShaderProgramPtr& shader) { if(!shader) return; shader->bindUniformLocation(MAP_CENTER_COORD, "u_MapCenterCoord"); shader->bindUniformLocation(MAP_GLOBAL_COORD, "u_MapGlobalCoord"); shader->bindUniformLocation(MAP_ZOOM, "u_MapZoom"); } PainterShaderProgramPtr ShaderManager::getShader(const std::string& name) { auto it = m_shaders.find(name); if(it != m_shaders.end()) return it->second; return nullptr; }