//--------------------------------------------------------------------- //--------------------------------------------------------------------- HighLevelGpuProgramPtr ShaderHelperHLSL::createVertexProgram( const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) { HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); String progName = getVertexProgramName(prof, terrain, tt); HighLevelGpuProgramPtr ret = mgr.getByName(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); if (!ret) { ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "hlsl", GPT_VERTEX_PROGRAM); } else { ret->unload(); } // creating Shader Model 4.0 type hlsl shader fol DirectX11 Render System if (prof->_isSM4Available()) ret->setParameter("target", "vs_4_0"); //else if (prof->_isSM3Available()) // ret->setParameter("target", "vs_3_0"); //else // ret->setParameter("target", "vs_2_0"); ret->setParameter("entry_point", "main_vp"); return ret; }
//--------------------------------------------------------------------- //--------------------------------------------------------------------- HighLevelGpuProgramPtr TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg::createVertexProgram( const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) { HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); String progName = getVertexProgramName(prof, terrain, tt); HighLevelGpuProgramPtr ret = mgr.getByName(progName); if (ret.isNull()) { ret = mgr.createProgram(progName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); } else { ret->unload(); } ret->setParameter("profiles", "vs_4_0 vs_3_0 vs_2_0 arbvp1"); ret->setParameter("entry_point", "main_vp"); return ret; }