FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed) { int texwrap; assert( texfilter < NUM_FILTERS ); //assert( g_nPixelShaderVer == SHADER_30 ); if( clamp.wms == clamp.wmt ) { switch( clamp.wms ) { case 0: texwrap = TEXWRAP_REPEAT; break; case 1: texwrap = TEXWRAP_CLAMP; break; case 2: texwrap = TEXWRAP_CLAMP; break; default: texwrap = TEXWRAP_REGION_REPEAT; break; } } else if( clamp.wms==3||clamp.wmt==3) texwrap = TEXWRAP_REGION_REPEAT; else texwrap = TEXWRAP_REPEAT_CLAMP; int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0); if( pbFailed != NULL ) *pbFailed = false; FRAGMENTSHADER* pf = ppsTexture+index; if (ZZshExistProgram(pf)) { return pf; } pf->Shader = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, g_nPixelShaderVer, context); if (ZZshExistProgram(pf)) { SetupFragmentProgramParameters(pf, context, type); GL_REPORT_ERRORD(); if( glGetError() != GL_NO_ERROR ) { ZZLog::Error_Log("Failed to load shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if (pbFailed != NULL ) *pbFailed = true; return pf; } return pf; } ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if( pbFailed != NULL ) *pbFailed = true; GL_REPORT_ERRORD(); return NULL; }
FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed) { int texwrap; assert( texfilter < NUM_FILTERS ); if( clamp.wms == clamp.wmt ) { switch( clamp.wms ) { case 0: texwrap = TEXWRAP_REPEAT; break; case 1: texwrap = TEXWRAP_CLAMP; break; case 2: texwrap = TEXWRAP_CLAMP; break; default: texwrap = TEXWRAP_REGION_REPEAT; break; } } else if( clamp.wms==3||clamp.wmt==3) texwrap = TEXWRAP_REGION_REPEAT; else texwrap = TEXWRAP_REPEAT_CLAMP; int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, 0, 0); if( pbFailed != NULL ) *pbFailed = false; FRAGMENTSHADER* pf = ppsTexture+index; if (ZZshExistProgram(pf)) { return pf; } std::string macro = BuildGlslMacro(s_bWriteDepth, texwrap, testaem, exactcolor); std::string main_entry = format("Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]); pf->set_context(context); if (!CompileShaderFromFile(pf->program, macro, main_entry, GL_FRAGMENT_SHADER)) { ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if( pbFailed != NULL ) *pbFailed = false; return NULL; } return pf; }