mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-27 06:02:11 +00:00
59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
|
|
#include "Precomp.h"
|
|
#include "ShaderManager.h"
|
|
#include "ShaderDisplay2D.h"
|
|
#include "ShaderThings2D.h"
|
|
#include "ShaderWorld3D.h"
|
|
#include "ShaderPlotter.h"
|
|
#include <stdexcept>
|
|
|
|
struct ShaderPair { const char* vs; const char* ps; };
|
|
|
|
static const ShaderPair ShaderSources[(int)ShaderName::count] = {
|
|
{ display2D_vs, display2D_ps_fsaa },
|
|
{ display2D_vs, display2D_ps_normal },
|
|
{ display2D_vs, display2D_ps_fullbright },
|
|
{ things2D_vs, things2D_ps_thing },
|
|
{ things2D_vs, things2D_ps_sprite },
|
|
{ things2D_vs, things2D_ps_fill },
|
|
{ plotter_vs, plotter_ps },
|
|
{ world3D_vs_main, world3D_ps_main },
|
|
{ world3D_vs_main, world3D_ps_fullbright },
|
|
{ world3D_vs_main, world3D_ps_main_highlight },
|
|
{ world3D_vs_main, world3D_ps_fullbright_highlight },
|
|
{ world3D_vs_customvertexcolor, world3D_ps_main },
|
|
{ world3D_vs_skybox, world3D_ps_skybox },
|
|
{ world3D_vs_customvertexcolor, world3D_ps_main_highlight },
|
|
{ nullptr, nullptr },
|
|
{ world3D_vs_lightpass, world3D_ps_main_fog },
|
|
{ nullptr, nullptr },
|
|
{ world3D_vs_lightpass, world3D_ps_main_highlight_fog },
|
|
{ nullptr, nullptr },
|
|
{ world3D_vs_customvertexcolor_fog, world3D_ps_main_fog },
|
|
{ nullptr, nullptr },
|
|
{ world3D_vs_customvertexcolor_fog, world3D_ps_main_highlight_fog },
|
|
{ world3D_vs_main, world3D_ps_vertex_color },
|
|
{ world3D_vs_customvertexcolor, world3D_ps_constant_color },
|
|
{ world3D_vs_lightpass, world3D_ps_lightpass }
|
|
};
|
|
|
|
ShaderManager::ShaderManager()
|
|
{
|
|
for (int i = 0; i < (int)ShaderName::count; i++)
|
|
{
|
|
if (ShaderSources[i].vs && ShaderSources[i].ps)
|
|
{
|
|
Shaders[i].Setup(ShaderSources[i].vs, ShaderSources[i].ps, false);
|
|
AlphaTestShaders[i].Setup(ShaderSources[i].vs, ShaderSources[i].ps, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShaderManager::ReleaseResources()
|
|
{
|
|
for (int i = 0; i < (int)ShaderName::count; i++)
|
|
{
|
|
Shaders[i].ReleaseResources();
|
|
AlphaTestShaders[i].ReleaseResources();
|
|
}
|
|
}
|