Esempio n. 1
0
void FTonemapShader::Bind(IRenderQueue *q)
{
	auto &shader = mShader[gl_tonemap];
	if (!shader)
	{
		auto prolog = GetDefines(gl_tonemap);

		shader.reset(screen->CreateShaderProgram());
		shader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
		shader->Compile(IShaderProgram::Fragment, "shaders/glsl/tonemap.fp", prolog, 330);
		shader->Link("shaders/glsl/tonemap");
	}
	shader->Bind(q);
}
Esempio n. 2
0
void FTonemapShader::Bind()
{
	auto &shader = mShader[gl_tonemap];
	if (!shader)
	{
		shader.Compile(FShaderProgram::Vertex, "shaders/glsl/tonemap.vp", "", 330);
		shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
		shader.SetFragDataLocation(0, "FragColor");
		shader.Link("shaders/glsl/tonemap");
		shader.SetAttribLocation(0, "PositionInProjection");
		SceneTexture.Init(shader, "InputTexture");
		Exposure.Init(shader, "ExposureAdjustment");
	}
	shader.Bind();
}
Esempio n. 3
0
	bool Shader::Compile(const std::string &vsData, const std::string &fsData)
	{
		DeleteProgram();

		std::string defines;
		GetDefines(defines);

		std::string vsVersion, vsMain;
		GetVersionInfo(vsData, vsVersion, vsMain);
		vsVersion += "#define VERTEX_SHADER\n";

		// compile vertex shader
		unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
		if (vertexShader != 0)
		{
			const char *sources[3] = { vsVersion.c_str(), defines.c_str(), vsMain.c_str() };
			const int counts[3] = { (int)vsVersion.size(), (int)defines.size(), (int)vsMain.size() };
			glShaderSource(vertexShader, 3, sources, counts);
			glCompileShader(vertexShader);

			GLint status;
			glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
			if (status != GL_TRUE)
			{
				vertexShader = 0;
				FURYE << m_Name << "'s vertex shader compile failed!";
				return false;
			}
		}
		else
		{
			FURYE << "Failed to create vertex shader context!";
			return false;
		}

		std::string fsVersion, fsMain;
		GetVersionInfo(fsData, fsVersion, fsMain);
		fsVersion += "#define FRAGMENT_SHADER\n";

		// compile fragment shader
		unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
		if (fragmentShader != 0)
		{
			const char *sources[3] = { fsVersion.c_str(), defines.c_str(), fsMain.c_str() };
			const int counts[3] = { (int)fsVersion.size(), (int)defines.size(), (int)fsMain.size() };
			glShaderSource(fragmentShader, 3, sources, counts);
			glCompileShader(fragmentShader);

			GLint status;
			glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
			if (status != GL_TRUE)
			{
				glDeleteShader(vertexShader);
				vertexShader = fragmentShader = 0;
				FURYE << m_Name << "'s fragment compile failed!";
				return false;
			}
		}
		else
		{
			FURYE << "Failed to create fragment shader context!";
			return false;
		}

		// link to program
		m_Program = glCreateProgram();
		if (m_Program != 0)
		{
			glAttachShader(m_Program, vertexShader);
			glAttachShader(m_Program, fragmentShader);
			glLinkProgram(m_Program);

			glDetachShader(m_Program, vertexShader);
			glDetachShader(m_Program, fragmentShader);
			glDeleteShader(vertexShader);
			glDeleteShader(fragmentShader);

			GLint status;
			glGetProgramiv(m_Program, GL_LINK_STATUS, &status);
			if (status != GL_TRUE)
			{
				glDeleteProgram(m_Program);
				m_Program = fragmentShader = vertexShader = 0;
				FURYE << m_Name << " link failed!";
				return false;
			}
		}
		else
		{
			FURYE << "Failed to create shader program context!";
			return false;
		}
		
		m_Dirty = false;
		FURYD << m_Name << " compile & link success!";
		return true;
	}