Пример #1
0
bool CCShaderCache::init()
{
    m_pPrograms = new CCDictionary();

#if defined(_IRR_COMPILE_WITH_OGLES2_)
    ccPosition_uColor_frag = GetShaderFile("shaders/ccShader_Position_uColor_frag.h");
    ccPosition_uColor_vert = GetShaderFile("shaders/ccShader_Position_uColor_vert.h");
    
    ccPositionColor_frag = GetShaderFile("shaders/ccShader_PositionColor_frag.h");
    ccPositionColor_vert = GetShaderFile("shaders/ccShader_PositionColor_vert.h");
    
    ccPositionTexture_frag = GetShaderFile("shaders/ccShader_PositionTexture_frag.h");
    ccPositionTexture_vert = GetShaderFile("shaders/ccShader_PositionTexture_vert.h");
    
    ccPositionTextureA8Color_frag = GetShaderFile("shaders/ccShader_PositionTextureA8Color_frag.h");
    ccPositionTextureA8Color_vert = GetShaderFile("shaders/ccShader_PositionTextureA8Color_vert.h");
    
    ccPositionTextureColor_frag = GetShaderFile("shaders/ccShader_PositionTextureColor_frag.h");
    ccPositionTextureColor_vert = GetShaderFile("shaders/ccShader_PositionTextureColor_vert.h");
    
    ccPositionTexture_uColor_frag = GetShaderFile("shaders/ccShader_PositionTexture_uColor_frag.h");
    ccPositionTexture_uColor_vert = GetShaderFile("shaders/ccShader_PositionTexture_uColor_vert.h");
    
    ccPositionTextureColorAlphaTest_frag = GetShaderFile("shaders/ccShader_PositionTextureColorAlphaTest_frag.h");
    ccExSwitchMask_frag = GetShaderFile("shaders/ccShaderEx_SwitchMask_frag.h");

#elif defined(_IRR_COMPILE_WITH_OPENGL_) && defined(_IRR_OPENGL_USE_EXTPOINTER_)
	glewInit();

#endif

    loadDefaultShaders();
    return true;
}
Пример #2
0
bool ShaderCache::init()
{
    _programs = Dictionary::create();
    _programs->retain();
    
    loadDefaultShaders();
    return true;
}
Пример #3
0
bool CCShaderCache::init()
{
    m_pPrograms = new CCDictionary();
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
    GLboolean hasCompiler = true;
    glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
    if(hasCompiler)
    {
        loadDefaultShaders();
    #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(CC_PLATFORM_WINRT_SAVE_SHADERS)
        savePrecompiledShaders(m_pPrograms);
    #endif
    }
    else
    {
        loadDefaultPrecompiledShaders();
    }
#else
    loadDefaultShaders();
#endif
    return true;
}
Пример #4
0
bool ShaderCache::init()
{    
    loadDefaultShaders();
    return true;
}
Пример #5
0
bool CCShaderCache::init()
{
    m_pPrograms = new CCDictionary();
    loadDefaultShaders();
    return true;
}
Пример #6
0
bool ShaderCache::init()
{
    _programs = new Dictionary();
    loadDefaultShaders();
    return true;
}