예제 #1
0
Shader::Shader( const std::string &vertFilename, const std::string &fragFilename )
{
  AddVertexShader( vertFilename );
  AddFragmentShader( fragFilename );

  LinkProgram();
}
BasicShader::BasicShader() : Shader()
{
	AddVertexShader(ResourceLoader::LoadShader("resources/shaders/basicVertex.vs"));
	AddFragmentShader(ResourceLoader::LoadShader("resources/shaders/basicFragment.fs"));
	CompileShader();

	AddUniform("transform");
	AddUniform("color");
}
예제 #3
0
// ShaderData
ShaderData::ShaderData(const string& _fileName) {
	fileName = _fileName;

	program = glCreateProgram();

	if (program == 0) {
		Debug::LogError("Shader program error. File '" + fileName + " Error: Cannot create the shader program");
		return;
	}

	if (s_supportedOpenGLLevel == 0) {
		int majorVersion;
		int minorVersion;

		glGetIntegerv(GL_MAJOR_VERSION, &majorVersion);
		glGetIntegerv(GL_MINOR_VERSION, &minorVersion);

		s_supportedOpenGLLevel = majorVersion * 100 + minorVersion * 10;

		if (s_supportedOpenGLLevel >= 330) {
			std::ostringstream convert;
			convert << s_supportedOpenGLLevel;
			s_glslVersion = convert.str();
		} else if (s_supportedOpenGLLevel >= 320) {
			s_glslVersion = "150";
		} else if (s_supportedOpenGLLevel >= 310) {
			s_glslVersion = "140";
		} else if (s_supportedOpenGLLevel >= 300) {
			s_glslVersion = "130";
		} else if (s_supportedOpenGLLevel >= 210) {
			s_glslVersion = "120";
		} else if (s_supportedOpenGLLevel >= 200) {
			s_glslVersion = "110";
		} else {
			fprintf(stderr, "Error: OpenGL Version %d.%d does not support shaders.\n", majorVersion, minorVersion);
			exit(1);
		}
	}

	string shaderText = LoadShader(fileName + ".glsl");
	
	string vertexShaderText = "#version " + s_glslVersion + "\n#define VS_BUILD\n#define GLSL_VERSION " + s_glslVersion + "\n" + shaderText;
	string fragmentShaderText = "#version " + s_glslVersion + "\n#define FS_BUILD\n#define GLSL_VERSION " + s_glslVersion + "\n" + shaderText;

	AddVertexShader(vertexShaderText);
	AddFragmentShader(fragmentShaderText);
	
	string attributeKeyword = "uniform";
	AddAllAttributes(vertexShaderText, attributeKeyword);

	CompileShader();

	AddShaderUniforms(shaderText);
}
예제 #4
0
//--------------------------------------------------------------------------------
// Constructors/Destructors
//--------------------------------------------------------------------------------
ShaderData::ShaderData(const std::string& fileName)
{
	std::string actualFileName = fileName;
	#if PROFILING_DISABLE_SHADING != 0
		actualFileName = "nullShader";
	#endif
	
	m_program = glCreateProgram();

	if (m_program == 0) 
	{
        fprintf(stderr, "Error creating shader program\n");
        exit(1);
    }
    
    if(s_supportedOpenGLLevel == 0)
    {
		int majorVersion;
		int minorVersion;
		
		glGetIntegerv(GL_MAJOR_VERSION, &majorVersion); 
		glGetIntegerv(GL_MINOR_VERSION, &minorVersion);
		
		s_supportedOpenGLLevel = majorVersion * 100 + minorVersion * 10;
		
		if(s_supportedOpenGLLevel >= 330)
		{
			std::ostringstream convert;
			convert << s_supportedOpenGLLevel;
		
			s_glslVersion = convert.str();
		}
		else if(s_supportedOpenGLLevel >= 320)
		{
			s_glslVersion = "150";
		}
		else if(s_supportedOpenGLLevel >= 310)
		{
			s_glslVersion = "140";
		}
		else if(s_supportedOpenGLLevel >= 300)
		{
			s_glslVersion = "130";
		}
		else if(s_supportedOpenGLLevel >= 210)
		{
			s_glslVersion = "120";
		}
		else if(s_supportedOpenGLLevel >= 200)
		{
			s_glslVersion = "110";
		}
		else
		{
			fprintf(stderr, "Error: OpenGL Version %d.%d does not support shaders.\n", majorVersion, minorVersion);
			exit(1);
		}
	}
    
	std::string shaderText = LoadShader(actualFileName + ".glsl");

	std::string vertexShaderText = "#version " + s_glslVersion + "\n#define VS_BUILD\n#define GLSL_VERSION " + s_glslVersion + "\n" + shaderText;
	std::string fragmentShaderText = "#version " + s_glslVersion + "\n#define FS_BUILD\n#define GLSL_VERSION " + s_glslVersion + "\n" + shaderText;
    
    AddVertexShader(vertexShaderText);
	AddFragmentShader(fragmentShaderText);
	
	std::string attributeKeyword = "attribute";
	AddAllAttributes(vertexShaderText, attributeKeyword);
	
	CompileShader();
	
	AddShaderUniforms(shaderText);
}
예제 #5
0
void Shader::AddVertexShaderFromFile(const std::string& text)
{
	AddVertexShader(LoadShader(text));
}