Beispiel #1
0
  void LowQualitySplattingSubRenderer::_load_shaders() {
    //create stages only with one thread!
    if(!shaders_loaded_) {

#ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION
#error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled"
#endif
    ResourceFactory factory;
    shader_stages_.clear();
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.vert")));
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_GEOMETRY_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.geom")));
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.frag")));
    shaders_loaded_ = true;
   }
  }
Beispiel #2
0
SPointsRenderer::SPointsRenderer() : initialized_(false) {
  ResourceFactory factory;


  // create final shader description
  program_stages_.push_back(ShaderProgramStage(
      scm::gl::STAGE_VERTEX_SHADER,
      factory.read_shader_file("resources/shaders/forward_point_rendering.vert")));
  program_stages_.push_back(ShaderProgramStage(
      scm::gl::STAGE_FRAGMENT_SHADER,
      factory.read_shader_file("resources/shaders/forward_point_rendering.frag")));



}
  void LogToLinSubRenderer::_load_shaders() {
    //create stages only with one thread!
    if(!shaders_loaded_) {

#ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION
#error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled"
#endif
    ResourceFactory factory;

    shader_stages_.clear();
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, 
                              factory.read_shader_file("resources/shaders/plod/p00_log_to_lin_conversion.vert")));
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, 
                              factory.read_shader_file("resources/shaders/plod/p00_log_to_lin_conversion.frag")));

    shaders_loaded_ = true;
   }
  }
  void HoleFillingSubRenderer::_load_shaders() {
    //create stages only with one thread!
    if(!shaders_loaded_) {

#ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION
#error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled"
#endif
    ResourceFactory factory;

    shader_stages_.clear();
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, 
                             factory.read_shader_file("resources/shaders/plod/linked_list_splatting/p03_fill_holes.vert")) );
    shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, 
                             factory.read_shader_file("resources/shaders/plod/linked_list_splatting/p03_fill_holes.frag")) );

    shaders_loaded_ = true;
   }
  }