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Shaders.cpp
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Shaders.cpp
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#include "Shaders.h"
#include <stdio.h>
namespace Shader
{
enum
{
FS_normal = 0x0000,
FS_point,
FS_text,
FS_solid,
FS_blur,
FS_texture,
FS_circle,
FS_planes,
FS_tunnel,
FS_fade,
FS_fadetexture,
N_FRAGMENT_SHADERS
};
static const char *fragmentshaders[N_FRAGMENT_SHADERS] =
{
"normal",
"point",
"text",
"solid",
"blur",
"texture",
"circle",
"planes",
"tunnel",
"fade",
"fadetexture"
};
enum
{
VS_normal = 0x4000,
VS_point,
VS_text,
VS_flat,
VS_circle,
VS_planes,
N_VERTEX_SHADERS
};
static const char *vertexshaders[N_VERTEX_SHADERS - 0x4000] =
{
"normal",
"point",
"text",
"flat",
"circle",
"planes",
};
static const unsigned shadertable[] =
{
2, VS_normal, FS_normal,
2, VS_point, FS_point,
2, VS_text, FS_text,
2, VS_text, FS_solid,
2, VS_flat, FS_blur,
2, VS_flat, FS_texture,
2, VS_circle, FS_circle,
2, VS_planes, FS_planes,
2, VS_planes, FS_tunnel,
2, VS_flat, FS_fade,
2, VS_flat, FS_fadetexture,
0
};
unsigned shaders[N_SHADER_PROGRAMS];
DEF_SHADER(Normal, "m");
DEF_SHADER(Point, "S", "nm", "m", "zs");
DEF_SHADER(Text, "S", "m", "c");
DEF_SHADER(Solid, "m", "c");
DEF_SHADER(Blur, "S", "texel");
DEF_SHADER(Texture, "S");
DEF_SHADER(Circle, "m", "zs", "c");
DEF_SHADER(Planes, "m", "z", "S");
DEF_SHADER(Tunnel, "m", "z", "S");
DEF_SHADER(Fade, "A", "B", "f");
DEF_SHADER(FadeTexture, "A", "B", "N", "f", "s", "b");
bool InitAll()
{
if(!GLWindow::InitShaders(shaders, shadertable, fragmentshaders, L(fragmentshaders), vertexshaders, L(vertexshaders)))
{
puts("Could not compile shaders or something like that.");
return false;
}
Shader::Normal::InitUniforms();
Shader::Point::InitUniforms();
Shader::Text::InitUniforms();
Shader::Solid::InitUniforms();
Shader::Blur::InitUniforms();
Shader::Texture::InitUniforms();
Shader::Circle::InitUniforms();
Shader::Planes::InitUniforms();
Shader::Tunnel::InitUniforms();
Shader::Fade::InitUniforms();
Shader::FadeTexture::InitUniforms();
return true;
}
}