UltimateZoneBuilder/Source/Native/OpenGL/GLShaderManager.cpp

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/*
** BuilderNative Renderer
** Copyright (c) 2019 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#include "Precomp.h"
#include "GLShaderManager.h"
void GLShaderManager::DeclareShader(int i, const char* name, const char* vs, const char* ps)
{
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if (Shaders.size() <= (size_t)i)
{
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Shaders.resize((size_t)i + 1);
AlphaTestShaders.resize((size_t)i + 1);
}
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Shaders[i].Setup(name, vs, ps, false);
AlphaTestShaders[i].Setup(name, vs, ps, true);
}
void GLShaderManager::ReleaseResources()
{
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for (size_t i = 0; i < Shaders.size(); i++)
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{
Shaders[i].ReleaseResources();
AlphaTestShaders[i].ReleaseResources();
}
}