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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/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;
}