/* * Copyright (c) 2010-2012 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 "paintershadermanager.h" #include "painterogl2.h" #include "texture.h" #include "painterogl2_shadersources.h" #include "paintershaderprogram.h" #include "shaderprogram.h" #include "graphics.h" PainterShaderManager g_shaders; void PainterShaderManager::init() { m_drawTexturedProgram = createShader(); assert(m_drawTexturedProgram); m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader); m_drawTexturedProgram->link(); m_drawSolidColorProgram = createShader(); assert(m_drawSolidColorProgram); m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader); m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader); m_drawSolidColorProgram->link(); PainterShaderProgram::release(); } void PainterShaderManager::terminate() { m_drawTexturedProgram = nullptr; m_drawSolidColorProgram = nullptr; } PainterShaderProgramPtr PainterShaderManager::createShader() { if(!g_graphics.canUseShaders()) return nullptr; return PainterShaderProgramPtr(new PainterShaderProgram); } PainterShaderProgramPtr PainterShaderManager::createTexturedFragmentShader(const std::string& shaderFile) { PainterShaderProgramPtr shader = createShader(); if(!shader) return nullptr; shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); shader->addShaderFromSourceFile(Shader::Fragment, shaderFile); if(!shader->link()) return nullptr; return shader; }