void LowQualitySplattingSubRenderer::_load_shaders() { //create stages only with one thread! if(!shaders_loaded_) { #ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION #error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled" #endif ResourceFactory factory; shader_stages_.clear(); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.vert"))); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_GEOMETRY_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.geom"))); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, factory.read_shader_file("resources/shaders/plod/one_pass_splatting/one_pass_low_quality.frag"))); shaders_loaded_ = true; } }
SPointsRenderer::SPointsRenderer() : initialized_(false) { ResourceFactory factory; // create final shader description program_stages_.push_back(ShaderProgramStage( scm::gl::STAGE_VERTEX_SHADER, factory.read_shader_file("resources/shaders/forward_point_rendering.vert"))); program_stages_.push_back(ShaderProgramStage( scm::gl::STAGE_FRAGMENT_SHADER, factory.read_shader_file("resources/shaders/forward_point_rendering.frag"))); }
void LogToLinSubRenderer::_load_shaders() { //create stages only with one thread! if(!shaders_loaded_) { #ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION #error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled" #endif ResourceFactory factory; shader_stages_.clear(); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, factory.read_shader_file("resources/shaders/plod/p00_log_to_lin_conversion.vert"))); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, factory.read_shader_file("resources/shaders/plod/p00_log_to_lin_conversion.frag"))); shaders_loaded_ = true; } }
void HoleFillingSubRenderer::_load_shaders() { //create stages only with one thread! if(!shaders_loaded_) { #ifndef GUACAMOLE_RUNTIME_PROGRAM_COMPILATION #error "This works only with GUACAMOLE_RUNTIME_PROGRAM_COMPILATION enabled" #endif ResourceFactory factory; shader_stages_.clear(); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_VERTEX_SHADER, factory.read_shader_file("resources/shaders/plod/linked_list_splatting/p03_fill_holes.vert")) ); shader_stages_.push_back(ShaderProgramStage(scm::gl::STAGE_FRAGMENT_SHADER, factory.read_shader_file("resources/shaders/plod/linked_list_splatting/p03_fill_holes.frag")) ); shaders_loaded_ = true; } }