Esempio n. 1
0
void CShadowHandler::LoadShadowGenShaderProgs()
{
	shadowGenProgs.resize(SHADOWGEN_PROGRAM_LAST);

	static const std::string shadowGenProgNames[SHADOWGEN_PROGRAM_LAST] = {
		"ARB/unit_genshadow.vp",
		"ARB/groundshadow.vp",
		"ARB/treeShadow.vp",
		"ARB/treeFarShadow.vp",
		"ARB/projectileshadow.vp",
	};
	static const std::string shadowGenProgHandles[SHADOWGEN_PROGRAM_LAST] = {
		"ShadowGenShaderProgModel",
		"ShadowGenshaderProgMap",
		"ShadowGenshaderProgTreeNear",
		"ShadowGenshaderProgTreeDist",
		"ShadowGenshaderProgProjectile",
	};
	static const std::string shadowGenProgDefines[SHADOWGEN_PROGRAM_LAST] = {
		"#define SHADOWGEN_PROGRAM_MODEL\n",
		"#define SHADOWGEN_PROGRAM_MAP\n",
		"#define SHADOWGEN_PROGRAM_TREE_NEAR\n",
		"#define SHADOWGEN_PROGRAM_TREE_DIST\n",
		"#define SHADOWGEN_PROGRAM_PROJECTILE\n",
	};

	CShaderHandler* sh = shaderHandler;

	if (globalRendering->haveGLSL) {
		for (int i = 0; i < SHADOWGEN_PROGRAM_LAST; i++) {
			Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + "GLSL", false);
			Shader::IShaderObject* so = sh->CreateShaderObject("GLSL/ShadowGenVertProg.glsl", shadowGenProgDefines[i], GL_VERTEX_SHADER);

			po->AttachShaderObject(so);
			po->Link();
			po->SetUniformLocation("shadowParams");
			po->SetUniformLocation("cameraDirX");    // used by SHADOWGEN_PROGRAM_TREE_NEAR
			po->SetUniformLocation("cameraDirY");    // used by SHADOWGEN_PROGRAM_TREE_NEAR
			po->SetUniformLocation("treeOffset");    // used by SHADOWGEN_PROGRAM_TREE_NEAR

			shadowGenProgs[i] = po;

		}
	} else {
		for (int i = 0; i < SHADOWGEN_PROGRAM_LAST; i++) {
			Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + "ARB", true);
			Shader::IShaderObject* so = sh->CreateShaderObject(shadowGenProgNames[i], "", GL_VERTEX_PROGRAM_ARB);

			po->AttachShaderObject(so);
			po->Link();

			shadowGenProgs[i] = po;
		}
	}

	drawShadows = true;
}
Esempio n. 2
0
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;
}
Esempio n. 3
0
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;
}