/* ** 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) { if (Shaders.size() <= (size_t)i) { Shaders.resize((size_t)i + 1); AlphaTestShaders.resize((size_t)i + 1); } Shaders[i].Setup(name, vs, ps, false); AlphaTestShaders[i].Setup(name, vs, ps, true); } void GLShaderManager::ReleaseResources() { for (size_t i = 0; i < Shaders.size(); i++) { Shaders[i].ReleaseResources(); AlphaTestShaders[i].ReleaseResources(); } }