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76 lines
2.5 KiB
76 lines
2.5 KiB
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14 years ago
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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#include "VertexColorShader.h"
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#include <Utility/Resource.h>
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#include "Extensions.h"
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#include "Shader.h"
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namespace Magnum { namespace Shaders {
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namespace {
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template<std::uint8_t dimensions> struct ShaderName {};
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template<> struct ShaderName<2> {
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constexpr static const char* vertex() { return "VertexColorShader2D.vert"; }
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constexpr static const char* fragment() { return "VertexColorShader2D.frag"; }
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};
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template<> struct ShaderName<3> {
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constexpr static const char* vertex() { return "VertexColorShader3D.vert"; }
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constexpr static const char* fragment() { return "VertexColorShader3D.frag"; }
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};
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}
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template<std::uint8_t dimensions> VertexColorShader<dimensions>::VertexColorShader() {
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Corrade::Utility::Resource rs("MagnumShaders");
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#ifndef MAGNUM_TARGET_GLES
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Version v = Context::current()->supportedVersion({Version::GL320, Version::GL210});
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#else
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Version v = Context::current()->supportedVersion({Version::GLES300, Version::GLES200});
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#endif
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Shader vertexShader(v, Shader::Type::Vertex);
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vertexShader.addSource(rs.get("compatibility.glsl"));
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vertexShader.addSource(rs.get(ShaderName<dimensions>::vertex()));
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attachShader(vertexShader);
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Shader fragmentShader(v, Shader::Type::Fragment);
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fragmentShader.addSource(rs.get("compatibility.glsl"));
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fragmentShader.addSource(rs.get(ShaderName<dimensions>::fragment()));
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attachShader(fragmentShader);
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#ifndef MAGNUM_TARGET_GLES
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>()) {
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#else
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if(!Context::current()->isVersionSupported(Version::GLES300)) {
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#endif
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bindAttributeLocation(Position::Location, "position");
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bindAttributeLocation(Color::Location, "color");
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}
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link();
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transformationProjectionUniform = uniformLocation("transformationProjection");
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}
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template class VertexColorShader<2>;
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template class VertexColorShader<3>;
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}}
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