2019-08-14 05:55:21 +00:00
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#include "Precomp.h"
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#include "ShaderManager.h"
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#include "ShaderDisplay2D.h"
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#include "ShaderThings2D.h"
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#include "ShaderWorld3D.h"
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#include <stdexcept>
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struct ShaderPair { const char* vs; const char* ps; };
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static const ShaderPair ShaderSources[(int)ShaderName::count] = {
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{ display2D_vs, display2D_ps_fsaa },
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{ display2D_vs, display2D_ps_normal },
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{ display2D_vs, display2D_ps_fullbright },
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{ things2D_vs, things2D_ps_thing },
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{ things2D_vs, things2D_ps_sprite },
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{ things2D_vs, things2D_ps_fill },
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{ world3D_vs_main, world3D_ps_main },
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{ world3D_vs_main, world3D_ps_fullbright },
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{ world3D_vs_main, world3D_ps_main_highlight },
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{ world3D_vs_main, world3D_ps_fullbright_highlight },
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{ world3D_vs_customvertexcolor, world3D_ps_main },
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{ world3D_vs_skybox, world3D_ps_skybox },
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{ world3D_vs_customvertexcolor, world3D_ps_main_highlight },
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{ nullptr, nullptr },
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{ world3D_vs_lightpass, world3D_ps_main_fog },
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{ nullptr, nullptr },
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{ world3D_vs_lightpass, world3D_ps_main_highlight_fog },
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{ nullptr, nullptr },
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{ world3D_vs_customvertexcolor_fog, world3D_ps_main_fog },
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{ nullptr, nullptr },
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{ world3D_vs_customvertexcolor_fog, world3D_ps_main_highlight_fog },
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{ world3D_vs_main, world3D_ps_vertex_color },
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{ world3D_vs_customvertexcolor, world3D_ps_constant_color },
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{ world3D_vs_lightpass, world3D_ps_lightpass }
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};
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ShaderManager::ShaderManager()
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{
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for (int i = 0; i < (int)ShaderName::count; i++)
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{
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if (ShaderSources[i].vs && ShaderSources[i].ps)
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{
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2019-08-16 02:10:03 +00:00
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if (!Shaders[i].Compile(ShaderSources[i].vs, ShaderSources[i].ps, false))
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{
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CompileErrors += "Could not compile " + std::to_string(i) + "\r\n";
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CompileErrors += Shaders[i].GetErrors();
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}
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if (!AlphaTestShaders[i].Compile(ShaderSources[i].vs, ShaderSources[i].ps, true))
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2019-08-14 05:55:21 +00:00
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{
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CompileErrors += "Could not compile " + std::to_string(i) + "\r\n";
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2019-08-14 10:36:33 +00:00
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CompileErrors += Shaders[i].GetErrors();
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2019-08-14 05:55:21 +00:00
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}
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}
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}
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}
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void ShaderManager::ReleaseResources()
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{
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}
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