void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{ if(!shadersInitialized || ofLightsData().size()!=shaderLights){ #ifndef TARGET_OPENGLES string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE); string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE); #endif string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D); string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D); shaderLights = ofLightsData().size(); shaderNoTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,false)); shaderNoTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,false)); shaderNoTexture.bindDefaults(); shaderNoTexture.linkProgram(); shaderTexture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,shaderLights,true)); shaderTexture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader,shaderLights,true)); shaderTexture2D.bindDefaults(); shaderTexture2D.linkProgram(); #ifndef TARGET_OPENGLES shaderTextureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,shaderLights,true)); shaderTextureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader,shaderLights,true)); shaderTextureRect.bindDefaults(); shaderTextureRect.linkProgram(); #endif shadersInitialized = true; } }
void ofMaterial::initShaders(ofGLProgrammableRenderer & renderer) const{ auto rendererShaders = shaders.find(&renderer); if(rendererShaders == shaders.end() || rendererShaders->second->numLights != ofLightsData().size()){ if(shadersMap[&renderer].find(data.postFragment)!=shadersMap[&renderer].end()){ auto newShaders = shadersMap[&renderer][data.postFragment].lock(); if(newShaders == nullptr || newShaders->numLights != ofLightsData().size()){ shadersMap[&renderer].erase(data.postFragment); shaders[&renderer] = nullptr; }else{ shaders[&renderer] = newShaders; } } } if(shaders[&renderer] == nullptr){ #ifndef TARGET_OPENGLES string vertexRectHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_RECTANGLE); string fragmentRectHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_RECTANGLE); #endif string vertex2DHeader = renderer.defaultVertexShaderHeader(GL_TEXTURE_2D); string fragment2DHeader = renderer.defaultFragmentShaderHeader(GL_TEXTURE_2D); auto numLights = ofLightsData().size(); shaders[&renderer].reset(new Shaders); shaders[&renderer]->numLights = numLights; shaders[&renderer]->noTexture.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,false)); shaders[&renderer]->noTexture.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,false)); shaders[&renderer]->noTexture.bindDefaults(); shaders[&renderer]->noTexture.linkProgram(); shaders[&renderer]->texture2D.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,false)); shaders[&renderer]->texture2D.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,false)); shaders[&renderer]->texture2D.bindDefaults(); shaders[&renderer]->texture2D.linkProgram(); #ifndef TARGET_OPENGLES shaders[&renderer]->textureRect.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,false)); shaders[&renderer]->textureRect.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,false)); shaders[&renderer]->textureRect.bindDefaults(); shaders[&renderer]->textureRect.linkProgram(); #endif shaders[&renderer]->color.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,false,true)); shaders[&renderer]->color.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,false,true)); shaders[&renderer]->color.bindDefaults(); shaders[&renderer]->color.linkProgram(); shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertex2DHeader,numLights,true,true)); shaders[&renderer]->texture2DColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragment2DHeader, data.customUniforms, data.postFragment,numLights,true,true)); shaders[&renderer]->texture2DColor.bindDefaults(); shaders[&renderer]->texture2DColor.linkProgram(); #ifndef TARGET_OPENGLES shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_VERTEX_SHADER,vertexSource(vertexRectHeader,numLights,true,true)); shaders[&renderer]->textureRectColor.setupShaderFromSource(GL_FRAGMENT_SHADER,fragmentSource(fragmentRectHeader, data.customUniforms, data.postFragment,numLights,true,true)); shaders[&renderer]->textureRectColor.bindDefaults(); shaders[&renderer]->textureRectColor.linkProgram(); #endif shadersMap[&renderer][data.postFragment] = shaders[&renderer]; } }