Shader::IProgramObject* CShaderHandler::CreateProgramObject( const std::string& poClass, const std::string& poName, const std::string& vsStr, const std::string& vsDefs, const std::string& fsStr, const std::string& fsDefs, bool arbProgram ) { Shader::IProgramObject* po = CreateProgramObject(poClass, poName, arbProgram); if (po->IsValid()) { return po; } Shader::IShaderObject* vso = CreateShaderObject(vsStr, vsDefs, (arbProgram? GL_VERTEX_PROGRAM_ARB: GL_VERTEX_SHADER)); Shader::IShaderObject* fso = CreateShaderObject(fsStr, fsDefs, (arbProgram? GL_FRAGMENT_PROGRAM_ARB: GL_FRAGMENT_SHADER)); po->AttachShaderObject(vso); po->AttachShaderObject(fso); po->Link(); if (!po->IsValid()) { logOutput.Print("[CShaderHandler::CreateProgramObject]\n"); logOutput.Print("\tprogram-object name: %s, link-log:\n%s\n", poName.c_str(), po->GetLog().c_str()); } return po; }
Shader::IProgramObject* CShaderHandler::CreateProgramObject( const std::string& poClass, const std::string& poName, const std::string& vsStr, const std::string& vsDefs, const std::string& fsStr, const std::string& fsDefs, bool arbProgram ) { Shader::IProgramObject* po = CreateProgramObject(poClass, poName, arbProgram); if (po->IsValid()) { return po; } Shader::IShaderObject* vso = CreateShaderObject(vsStr, vsDefs, (arbProgram? GL_VERTEX_PROGRAM_ARB: GL_VERTEX_SHADER)); Shader::IShaderObject* fso = CreateShaderObject(fsStr, fsDefs, (arbProgram? GL_FRAGMENT_PROGRAM_ARB: GL_FRAGMENT_SHADER)); po->AttachShaderObject(vso); po->AttachShaderObject(fso); po->Link(); po->Validate(); if (!po->IsValid()) { const char* fmt = "[%s]\n\tprogram-object name: %s, link-log:\n%s"; const char* log = po->GetLog().c_str(); LOG_L(L_WARNING, fmt, __FUNCTION__, poName.c_str(), log); } return po; }
bool SMFRenderStateGLSL::HasValidShader(const DrawPass::e& drawPass) const { Shader::IProgramObject* shader = nullptr; switch (drawPass) { case DrawPass::TerrainDeferred: { shader = glslShaders[GLSL_SHADER_DEFERRED]; } break; default: { shader = glslShaders[GLSL_SHADER_CURRENT ]; } break; } return (shader != nullptr && shader->IsValid()); }
bool SMFRenderStateARB::HasValidShader(const DrawPass::e& drawPass) const { Shader::IProgramObject* shader = nullptr; switch (drawPass) { case DrawPass::Normal: { shader = arbShaders[ARB_SHADER_CURRENT]; } break; case DrawPass::WaterReflection: { shader = arbShaders[ARB_SHADER_REFLECT]; } break; case DrawPass::WaterRefraction: { shader = arbShaders[ARB_SHADER_REFRACT]; } break; default: {} break; } return (shader != nullptr && shader->IsValid()); }