GLProgramState* GLProgramState::getOrCreateWithShaders(const std::string& vertexShader, const std::string& fragShader, const std::string& compileTimeDefines)
{
    auto glprogramcache = GLProgramCache::getInstance();
    const std::string key = vertexShader + "+" + fragShader + "+" + compileTimeDefines;
    auto glprogram = glprogramcache->getGLProgram(key);

    if (!glprogram) {
        glprogram = GLProgram::createWithFilenames(vertexShader, fragShader, compileTimeDefines);
        glprogramcache->addGLProgram(glprogram, key);
    }

    return create(glprogram);
}
Esempio n. 2
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// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Scene::init() )
    {
        return false;
    }
	
	//
	// pre-load shaders
	//
	auto p1 = GLProgram::createWithFilenames("Shaders/AEM/AEM_Normal.vsh", "Shaders/AEM/AEM_Normal.fsh");
	auto p2 = GLProgram::createWithFilenames("Shaders/AEM/AEM_TrackMatte.vsh", "Shaders/AEM/AEM_TrackMatte.fsh");
	auto pc = GLProgramCache::getInstance();
	pc->addGLProgram(p1, "AEM_Normal");
	pc->addGLProgram(p2, "AEM_TrackMatte");
	
	extension::AEMovieCache::getInstance()->initialize(ex_example_license_hash);

	Size designSize = Director::getInstance()->getOpenGLView()->getDesignResolutionSize();

	const bool usePlist = true;
	
	if(usePlist)
	{
		addMovie(extension::AEMovie::createWithPlist("AEM/Knight/Knight.aem", "knight.plist"),
				 Point(designSize.width / 4, designSize.height / 2), "Knight");
	}
	else
	{
		addMovie(extension::AEMovie::create("AEM/Knight/Knight.aem"),
				 Point(designSize.width / 4, designSize.height / 2), "Knight");
	}
	
    return true;
}