147 lines
4.9 KiB
C++
147 lines
4.9 KiB
C++
/*
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* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "shadermanager.h"
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#include <framework/graphics/paintershaderprogram.h>
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#include <framework/graphics/graphics.h>
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#include <framework/graphics/ogl/painterogl2_shadersources.h>
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#include <framework/core/resourcemanager.h>
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ShaderManager g_shaders;
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void ShaderManager::init()
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{
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if(!g_graphics.canUseShaders())
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return;
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m_defaultItemShader = createFragmentShaderFromCode("Item", glslMainFragmentShader + glslTextureSrcFragmentShader);
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setupItemShader(m_defaultItemShader);
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m_defaultMapShader = createFragmentShaderFromCode("Map", glslMainFragmentShader + glslTextureSrcFragmentShader);
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PainterShaderProgram::release();
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}
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void ShaderManager::terminate()
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{
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m_defaultItemShader = nullptr;
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m_defaultMapShader = nullptr;
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m_shaders.clear();
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}
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PainterShaderProgramPtr ShaderManager::createShader(const std::string& name)
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{
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if(!g_graphics.canUseShaders()) {
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g_logger.error(stdext::format("unable to create shader '%s', shaders are not supported", name));
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return nullptr;
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}
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PainterShaderProgramPtr shader(new PainterShaderProgram);
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m_shaders[name] = shader;
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return shader;
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}
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PainterShaderProgramPtr ShaderManager::createFragmentShader(const std::string& name, std::string file)
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{
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PainterShaderProgramPtr shader = createShader(name);
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if(!shader)
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return nullptr;
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file = g_resources.guessFilePath(file, "frag");
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shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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if(!shader->addShaderFromSourceFile(Shader::Fragment, file)) {
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g_logger.error(stdext::format("unable to load fragment shader '%s' from source file '%s'", name, file));
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return nullptr;
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}
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if(!shader->link()) {
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g_logger.error(stdext::format("unable to link shader '%s' from file '%s'", name, file));
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return nullptr;
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}
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m_shaders[name] = shader;
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return shader;
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}
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PainterShaderProgramPtr ShaderManager::createFragmentShaderFromCode(const std::string& name, const std::string& code)
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{
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PainterShaderProgramPtr shader = createShader(name);
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if(!shader)
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return nullptr;
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shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
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if(!shader->addShaderFromSourceCode(Shader::Fragment, code)) {
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g_logger.error(stdext::format("unable to load fragment shader '%s'", name));
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return nullptr;
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}
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if(!shader->link()) {
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g_logger.error(stdext::format("unable to link shader '%s'", name));
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return nullptr;
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}
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m_shaders[name] = shader;
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return shader;
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}
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PainterShaderProgramPtr ShaderManager::createItemShader(const std::string& name, const std::string& file)
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{
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PainterShaderProgramPtr shader = createFragmentShader(name, file);
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if(shader)
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setupItemShader(shader);
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return shader;
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}
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PainterShaderProgramPtr ShaderManager::createMapShader(const std::string& name, const std::string& file)
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{
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PainterShaderProgramPtr shader = createFragmentShader(name, file);
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if(shader)
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setupMapShader(shader);
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return shader;
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}
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void ShaderManager::setupItemShader(const PainterShaderProgramPtr& shader)
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{
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if(!shader)
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return;
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shader->bindUniformLocation(ITEM_ID_UNIFORM, "u_ItemId");
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}
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void ShaderManager::setupMapShader(const PainterShaderProgramPtr& shader)
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{
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if(!shader)
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return;
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shader->bindUniformLocation(MAP_CENTER_COORD, "u_MapCenterCoord");
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shader->bindUniformLocation(MAP_GLOBAL_COORD, "u_MapGlobalCoord");
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shader->bindUniformLocation(MAP_ZOOM, "u_MapZoom");
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}
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PainterShaderProgramPtr ShaderManager::getShader(const std::string& name)
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{
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auto it = m_shaders.find(name);
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if(it != m_shaders.end())
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return it->second;
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return nullptr;
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}
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