コード例 #1
0
	virtual GpuProgramPtr generateVertexShader(Perm permutation)
	{
        String programName = "DeferredShading/post/";

		if (permutation & LightMaterialGenerator::MI_DIRECTIONAL)
		{
			programName += "vs";
		}
		else
		{
			programName += "LightMaterial_vs";
		}

		GpuProgramPtr ptr = HighLevelGpuProgramManager::getSingleton().getByName(programName);
		assert(!ptr.isNull());
		return ptr;
	}
コード例 #2
0
    //---------------------------------------------------------------------------
    GpuProgramPtr GpuProgramManager::loadFromString(const String& name, 
        const String& groupName, const String& code, 
        GpuProgramType gptype, const String& syntaxCode)
    {
        GpuProgramPtr prg;
        {
                    OGRE_LOCK_AUTO_MUTEX;
            prg = getByName(name, groupName);
            if (prg.isNull())
            {
                prg = createProgramFromString(name, groupName, code, gptype, syntaxCode);
            }

        }
        prg->load();
        return prg;
    }
コード例 #3
0
//-----------------------------------------------------------------------------
bool ProgramManager::createGpuPrograms(ProgramSet* programSet)
{
	// Before we start we need to make sure that the pixel shader input
	//  parameters are the same as the vertex output, this required by 
	//  shader models 4 and 5.
	// This change may incrase the number of register used in older shader
	//  models - this is why the check is present here.
	bool isVs4 = GpuProgramManager::getSingleton().isSyntaxSupported("vs_4_0");
	if (isVs4)
	{
		synchronizePixelnToBeVertexOut(programSet);
	}

	// Grab the matching writer.
	const String& language = ShaderGenerator::getSingleton().getTargetLanguage();
	ProgramWriterIterator itWriter = mProgramWritersMap.find(language);
	ProgramWriter* programWriter = NULL;

	// No writer found -> create new one.
	if (itWriter == mProgramWritersMap.end())
	{
		programWriter = ProgramWriterManager::getSingletonPtr()->createProgramWriter(language);
		mProgramWritersMap[language] = programWriter;
	}
	else
	{
		programWriter = itWriter->second;
	}

	ProgramProcessorIterator itProcessor = mProgramProcessorsMap.find(language);
	ProgramProcessor* programProcessor = NULL;

	if (itProcessor == mProgramProcessorsMap.end())
	{
		OGRE_EXCEPT(Exception::ERR_DUPLICATE_ITEM,
			"Could not find processor for language '" + language,
			"ProgramManager::createGpuPrograms");		
	}

	programProcessor = itProcessor->second;

	bool success;
	
	// Call the pre creation of GPU programs method.
	success = programProcessor->preCreateGpuPrograms(programSet);
	if (success == false)	
		return false;	
	
	// Create the vertex shader program.
	GpuProgramPtr vsGpuProgram;
	
	vsGpuProgram = createGpuProgram(programSet->getCpuVertexProgram(), 
		programWriter,
		language, 
		ShaderGenerator::getSingleton().getVertexShaderProfiles(),
		ShaderGenerator::getSingleton().getVertexShaderProfilesList(),
		ShaderGenerator::getSingleton().getShaderCachePath());

	if (vsGpuProgram.isNull())	
		return false;

	programSet->setGpuVertexProgram(vsGpuProgram);

	//update flags
	programSet->getGpuVertexProgram()->setSkeletalAnimationIncluded(
		programSet->getCpuVertexProgram()->getSkeletalAnimationIncluded());
	// Create the fragment shader program.
	GpuProgramPtr psGpuProgram;

	psGpuProgram = createGpuProgram(programSet->getCpuFragmentProgram(), 
		programWriter,
		language, 
		ShaderGenerator::getSingleton().getFragmentShaderProfiles(),
		ShaderGenerator::getSingleton().getFragmentShaderProfilesList(),
		ShaderGenerator::getSingleton().getShaderCachePath());

	if (psGpuProgram.isNull())	
		return false;

	programSet->setGpuFragmentProgram(psGpuProgram);

	// Call the post creation of GPU programs method.
	success = programProcessor->postCreateGpuPrograms(programSet);
	if (success == false)	
		return false;	

	
	return true;
	
}