create "obj" and "obj_tex" shader programs

This commit is contained in:
Josh Holtrop 2011-05-25 09:26:02 -04:00
parent 3b940aa140
commit 96e4a66c2c
2 changed files with 73 additions and 0 deletions

View File

@ -20,6 +20,8 @@
#include "AV.h"
#include "PhyObj/PhyObj.h"
#include "sdl_keymap.h"
#include "cfs.h"
#include "glslUtil/glslUtil.h"
using namespace std;
@ -160,6 +162,44 @@ Engine::Engine(const string & path, AV & av)
m_luaState = lua_open();
registerLibraries();
const char *obj_v_src = (const char *) getFile("shaders/obj.vp", NULL);
const char *obj_f_src = (const char *) getFile("shaders/obj/fp", NULL);
const static guAttribBinding obj_bindings[] = {
{ATTRIBUTE_OBJ_POS, "pos"},
{ATTRIBUTE_OBJ_NORMAL, "normal"},
{0, NULL}
};
if (obj_v_src != NULL && obj_f_src != NULL)
{
m_programs[PROG_OBJ] = guMakeProgramFromSource(obj_v_src, obj_f_src,
obj_bindings);
}
else
{
m_programs[PROG_OBJ] = 0;
cerr << "Error: Could not obtain 'obj' shader sources" << endl;
}
const char *obj_tex_v_src =
(const char *) getFile("shaders/obj_tex.vp", NULL);
const char *obj_tex_f_src =
(const char *) getFile("shaders/obj_tex.fp", NULL);
const static guAttribBinding obj_tex_bindings[] = {
{ATTRIBUTE_OBJ_TEX_POS, "pos"},
{ATTRIBUTE_OBJ_TEX_NORMAL, "normal"},
{ATTRIBUTE_OBJ_TEX_TEX_COORD, "tex_coord"},
{0, NULL}
};
if (obj_tex_v_src != NULL && obj_tex_f_src != NULL)
{
m_programs[PROG_OBJ_TEX] = guMakeProgramFromSource(obj_tex_v_src,
obj_tex_f_src, obj_tex_bindings);
}
else
{
m_programs[PROG_OBJ_TEX] = 0;
cerr << "Error: Could not obtain 'obj_tex' shader sources" << endl;
}
}
Engine::~Engine()

View File

@ -365,6 +365,39 @@ class Engine
bool m_event_mousebutton_down_present;
bool m_event_mousebutton_up_present;
bool m_event_mouse_motion_present;
enum { PROG_OBJ, PROG_OBJ_TEX, PROG_COUNT };
GLuint m_programs[PROG_COUNT];
enum {
UNIFORM_OBJ_PROJECTION,
UNIFORM_OBJ_MODELVIEW,
UNIFORM_OBJ_AMBIENT,
UNIFORM_OBJ_DIFFUSE,
UNIFORM_OBJ_SPECULAR,
UNIFORM_OBJ_SHININESS,
UNIFORM_OBJ_COUNT
};
enum {
ATTRIBUTE_OBJ_POS,
ATTRIBUTE_OBJ_NORMAL,
ATTRIBUTE_OBJ_COUNT
};
GLint m_uniforms_obj[UNIFORM_OBJ_COUNT];
enum {
UNIFORM_OBJ_TEX_PROJECTION,
UNIFORM_OBJ_TEX_MODELVIEW,
UNIFORM_OBJ_TEX_AMBIENT,
UNIFORM_OBJ_TEX_SPECULAR,
UNIFORM_OBJ_TEX_SHININESS,
UNIFORM_OBJ_TEX_COUNT
};
enum {
ATTRIBUTE_OBJ_TEX_POS,
ATTRIBUTE_OBJ_TEX_NORMAL,
ATTRIBUTE_OBJ_TEX_TEX_COORD,
ATTRIBUTE_OBJ_TEX_COUNT
};
GLint m_uniforms_obj_tex[UNIFORM_OBJ_TEX_COUNT];
};
extern Engine * g_engine;