bool CCShaderCache::init() { m_pPrograms = new CCDictionary(); #if defined(_IRR_COMPILE_WITH_OGLES2_) ccPosition_uColor_frag = GetShaderFile("shaders/ccShader_Position_uColor_frag.h"); ccPosition_uColor_vert = GetShaderFile("shaders/ccShader_Position_uColor_vert.h"); ccPositionColor_frag = GetShaderFile("shaders/ccShader_PositionColor_frag.h"); ccPositionColor_vert = GetShaderFile("shaders/ccShader_PositionColor_vert.h"); ccPositionTexture_frag = GetShaderFile("shaders/ccShader_PositionTexture_frag.h"); ccPositionTexture_vert = GetShaderFile("shaders/ccShader_PositionTexture_vert.h"); ccPositionTextureA8Color_frag = GetShaderFile("shaders/ccShader_PositionTextureA8Color_frag.h"); ccPositionTextureA8Color_vert = GetShaderFile("shaders/ccShader_PositionTextureA8Color_vert.h"); ccPositionTextureColor_frag = GetShaderFile("shaders/ccShader_PositionTextureColor_frag.h"); ccPositionTextureColor_vert = GetShaderFile("shaders/ccShader_PositionTextureColor_vert.h"); ccPositionTexture_uColor_frag = GetShaderFile("shaders/ccShader_PositionTexture_uColor_frag.h"); ccPositionTexture_uColor_vert = GetShaderFile("shaders/ccShader_PositionTexture_uColor_vert.h"); ccPositionTextureColorAlphaTest_frag = GetShaderFile("shaders/ccShader_PositionTextureColorAlphaTest_frag.h"); ccExSwitchMask_frag = GetShaderFile("shaders/ccShaderEx_SwitchMask_frag.h"); #elif defined(_IRR_COMPILE_WITH_OPENGL_) && defined(_IRR_OPENGL_USE_EXTPOINTER_) glewInit(); #endif loadDefaultShaders(); return true; }
bool ShaderCache::init() { _programs = Dictionary::create(); _programs->retain(); loadDefaultShaders(); return true; }
bool CCShaderCache::init() { m_pPrograms = new CCDictionary(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) GLboolean hasCompiler = true; glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler); if(hasCompiler) { loadDefaultShaders(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(CC_PLATFORM_WINRT_SAVE_SHADERS) savePrecompiledShaders(m_pPrograms); #endif } else { loadDefaultPrecompiledShaders(); } #else loadDefaultShaders(); #endif return true; }
bool ShaderCache::init() { loadDefaultShaders(); return true; }
bool CCShaderCache::init() { m_pPrograms = new CCDictionary(); loadDefaultShaders(); return true; }
bool ShaderCache::init() { _programs = new Dictionary(); loadDefaultShaders(); return true; }