Files
panopainter/src/app_shaders.cpp
2019-10-05 21:08:40 +02:00

100 lines
4.8 KiB
C++

#include "pch.h"
#include "app.h"
#include "shader.h"
void App::initShaders()
{
#ifdef _DEBUG
if (!check_uniform_uniqueness())
std::logic_error("check_uniform_uniqueness() failed");
#endif // _DEBUG
render_task([] {
GLint n_exts;
glGetIntegerv(GL_NUM_EXTENSIONS, &n_exts);
for (int i = 0; i < n_exts; i++)
{
std::string ext = (const char*)glGetStringi(GL_EXTENSIONS, i);
if (ext.find("shader_framebuffer_fetch") != std::string::npos)
ShaderManager::ext_framebuffer_fetch = true;
#if __GLES__ && !__WEB__
if (ext.find("texture_float") != std::string::npos)
ShaderManager::ext_float32 = true;
if (ext.find("texture_float_linear") != std::string::npos)
ShaderManager::ext_float32_linear = true;
if (ext.find("color_buffer_float") != std::string::npos)
ShaderManager::ext_float32 = true;
if (ext.find("texture_half_float") != std::string::npos)
ShaderManager::ext_float16 = true;
if (ext.find("color_buffer_half_float") != std::string::npos)
ShaderManager::ext_float16 = true;
#endif
LOG("EXT: %s", ext.c_str());
}
});
#if __GL__
// In OpenGL 3.3 these should be already available
ShaderManager::ext_float32_linear = true;
ShaderManager::ext_float32 = true;
ShaderManager::ext_float16 = true;
#endif
LOG("Shader Extension shader_framebuffer_fetch: %s", ShaderManager::ext_framebuffer_fetch ? "enabled" : "disabled");
LOG("initializing shaders");
if (!ShaderManager::load(kShader::Texture, "data/shaders/texture.glsl"))
LOG("Failed to create shader Texture");
if (!ShaderManager::load(kShader::TextureAlpha, "data/shaders/texture-alpha.glsl"))
LOG("Failed to create shader TextureAlpha");
if (!ShaderManager::load(kShader::TextureMask, "data/shaders/texture-mask.glsl"))
LOG("Failed to create shader TextureMask");
if (!ShaderManager::load(kShader::TextureColorize, "data/shaders/texture-colorize.glsl"))
LOG("Failed to create shader TextureColorize");
if (!ShaderManager::load(kShader::TextureBlend, "data/shaders/texture-blend.glsl"))
LOG("Failed to create shader TextureBlend");
if (!ShaderManager::load(kShader::StrokePreview, "data/shaders/stroke-preview.glsl"))
LOG("Failed to create shader StrokePreview");
if (!ShaderManager::load(kShader::CompErase, "data/shaders/comp-erase.glsl"))
LOG("Failed to create shader CompErase");
if (!ShaderManager::load(kShader::CompDraw, "data/shaders/comp-draw.glsl"))
LOG("Failed to create shader CompDraw");
if (!ShaderManager::load(kShader::Color, "data/shaders/color.glsl"))
LOG("Failed to create shader Color");
if (!ShaderManager::load(kShader::ColorQuad, "data/shaders/color-quad.glsl"))
LOG("Failed to create shader ColorQuad");
if (!ShaderManager::load(kShader::ColorTri, "data/shaders/color-tri.glsl"))
LOG("Failed to create shader ColorTri");
if (!ShaderManager::load(kShader::ColorHue, "data/shaders/color-hue.glsl"))
LOG("Failed to create shader ColorHue");
if (!ShaderManager::load(kShader::UVs, "data/shaders/uvs.glsl"))
LOG("Failed to create shader UVs");
if (!ShaderManager::load(kShader::Font, "data/shaders/font.glsl"))
LOG("Failed to create shader Font");
if (!ShaderManager::load(kShader::Atlas, "data/shaders/atlas.glsl"))
LOG("Failed to create shader Atlas");
if (!ShaderManager::load(kShader::Stroke, "data/shaders/stroke.glsl"))
LOG("Failed to create shader Stroke");
if (!ShaderManager::load(kShader::StrokePad, "data/shaders/stroke-pad.glsl"))
LOG("Failed to create shader StrokePad");
if (!ShaderManager::load(kShader::StrokeDilate, "data/shaders/stroke-dilate.glsl"))
LOG("Failed to create shader StrokeDilate");
if (!ShaderManager::load(kShader::Checkerboard, "data/shaders/checkerboard.glsl"))
LOG("Failed to create shader Checkerboard");
if (!ShaderManager::load(kShader::Equirect, "data/shaders/equirect.glsl"))
LOG("Failed to create shader Equirect");
if (!ShaderManager::load(kShader::BrushStroke, "data/shaders/stroke-instanced.glsl"))
LOG("Failed to create shader BrushStroke");
if (!ShaderManager::load(kShader::VertexColor, "data/shaders/vertex-color.glsl"))
LOG("Failed to create shader VertexColor");
if (!ShaderManager::load(kShader::Lambert, "data/shaders/lambert.glsl"))
LOG("Failed to create shader Lambert");
if (!ShaderManager::load(kShader::LambertLightmap, "data/shaders/lightmap.glsl"))
LOG("Failed to create shader LambertLightmap");
if (!ShaderManager::load(kShader::BakeUV, "data/shaders/bake-uv.glsl"))
LOG("Failed to create shader BakeUV");
LOG("shaders initialized");
}