- use FShaderProgram through an abstract interface and remove all dependencies on the GL renderer from the shader definition source files.
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parent
8bf009bd89
commit
3401876476
30 changed files with 190 additions and 158 deletions
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@ -25,7 +25,6 @@
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**
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*/
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#include "gl_load/gl_system.h"
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#include "v_video.h"
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#include "gl/shaders/gl_bloomshader.h"
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@ -35,22 +34,24 @@ void FBloomExtractShader::Bind(IRenderQueue *q)
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{
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FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc());
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330);
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.reset(screen->CreateShaderProgram());
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330);
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mShader->Link("shaders/glsl/bloomextract");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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}
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mShader.Bind(q);
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mShader->Bind(q);
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}
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void FBloomCombineShader::Bind(IRenderQueue *q)
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{
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if (!mShader)
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{
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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mShader.Link("shaders/glsl/bloomcombine");
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mShader.reset(screen->CreateShaderProgram());
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mShader->Compile(IShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(IShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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mShader->Link("shaders/glsl/bloomcombine");
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}
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mShader.Bind(q);
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mShader->Bind(q);
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}
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