Example #1
0
	void Renderer::SetupPrograms()
	{
		std::string srcVS = File::LoadAsString("Rarium/Texture.vs.glsl");
		Shader* VSPtr = new Shader("Texture.vs", srcVS);
		std::string srcFS = File::LoadAsString("Rarium/Texture.fs.glsl");
		Shader* FSPtr = new Shader("Texture.fs", srcFS);
		Program* TestProg = new Program(VSPtr, FSPtr);
		TestProg->ExtractData();
		_shaders.insert(std::make_pair("Texture.vs", VSPtr));
		_shaders.insert(std::make_pair("Texture.fs", FSPtr));
		_programs.insert(std::make_pair("Texture", TestProg));
	}
Example #2
0
	void Renderer::LoadShaderToyProgram(UiResource pRs, bool pOverrideExitsCheck)
	{
		if (_userPrograms.find(pRs.Id) == _userPrograms.end() || pOverrideExitsCheck)
		{
			ShaderData* shaderDataPtr = dynamic_cast<ShaderData*>(pRs.RsData);
			std::string srcFS = File::LoadAsString(shaderDataPtr->SrcPath);
			std::string srcFSStart = File::LoadAsString("Rarium/ShaderToy.start.fs.glsl");
			std::string srcFSEnd = File::LoadAsString("Rarium/ShaderToy.end.fs.glsl");
			srcFS = srcFSStart + srcFS + srcFSEnd;

			Shader* FSSDPtr = new Shader(shaderDataPtr->SrcPath, srcFS);
			Program* ToyProgPtr = new Program(_shaders["Texture.vs"], FSSDPtr);
			ToyProgPtr->ExtractData();
			_userShaders[pRs.Id] = FSSDPtr;
			_userPrograms[pRs.Id] = ToyProgPtr;
		}
	}