Merge branch 'master' of https://epicsparrow.com/epicsparrow/sparrowrenderer
This commit is contained in:
commit
73af20ec99
@ -31,17 +31,16 @@ set(DEPENDENCIES_ROOT ${PROJECT_SOURCE_DIR}/../cpp_dependencies)
|
|||||||
set(INCLUDE_ROOT ${DEPENDENCIES_ROOT}/include)
|
set(INCLUDE_ROOT ${DEPENDENCIES_ROOT}/include)
|
||||||
set(LIB_ROOT ${DEPENDENCIES_ROOT}/lib/${SYSTEM_LIB_PATH})
|
set(LIB_ROOT ${DEPENDENCIES_ROOT}/lib/${SYSTEM_LIB_PATH})
|
||||||
|
|
||||||
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${LIB_ROOT}) #for SHARED
|
|
||||||
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${LIB_ROOT}) #for STATIC
|
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${LIB_ROOT}) #for STATIC
|
||||||
|
|
||||||
if(CMAKE_BUILD_TYPE MATCHES "Debug")
|
if(CMAKE_BUILD_TYPE MATCHES "Debug")
|
||||||
set(CPP_DEFINES -DRENDER_DEBUG -DGLEW_BUILD -DGLEW_STATIC)
|
set(CPP_DEFINES -DRENDER_DEBUG)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
file(GLOB LIBRARY_RES_FILES src/*.h shaders/*.glsl)
|
file(GLOB LIBRARY_RES_FILES src/*.h shaders/*.glsl)
|
||||||
|
|
||||||
add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES})
|
add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES})
|
||||||
add_definitions(-std=c++11 -Wno-comment ${CPP_DEFINES})
|
add_definitions(-std=c++11 -Wno-comment -DGLEW_BUILD -DGLEW_STATIC ${CPP_DEFINES})
|
||||||
|
|
||||||
include_directories(
|
include_directories(
|
||||||
${INCLUDE_ROOT}
|
${INCLUDE_ROOT}
|
||||||
|
@ -174,7 +174,7 @@ const char* Light::vertSource =
|
|||||||
"layout(location = 0)in vec3 inPosition;\n\
|
"layout(location = 0)in vec3 inPosition;\n\
|
||||||
#ifdef ALPHA_MASK\n\
|
#ifdef ALPHA_MASK\n\
|
||||||
layout(location = 2)in vec2 inTexCoord;\n\
|
layout(location = 2)in vec2 inTexCoord;\n\
|
||||||
out vec3 varTexCoord;\n\
|
out vec2 varTexCoord;\n\
|
||||||
#endif\n\
|
#endif\n\
|
||||||
uniform mat4 MVP;\n\
|
uniform mat4 MVP;\n\
|
||||||
void main()\n\
|
void main()\n\
|
||||||
@ -188,7 +188,7 @@ const char* Light::vertSource =
|
|||||||
const char* Light::fragSource =
|
const char* Light::fragSource =
|
||||||
"#ifdef ALPHA_MASK\n\
|
"#ifdef ALPHA_MASK\n\
|
||||||
uniform sampler2D alphaMask;\n\
|
uniform sampler2D alphaMask;\n\
|
||||||
in vec3 varTexCoord;\n\
|
in vec2 varTexCoord;\n\
|
||||||
#endif\n\
|
#endif\n\
|
||||||
out float fragmentdepth;\n\
|
out float fragmentdepth;\n\
|
||||||
void main()\n\
|
void main()\n\
|
||||||
|
@ -203,10 +203,11 @@ void PostEffectModule::setShaders(const std::string &luminanceFragSource,
|
|||||||
const std::string &blurFragSource,
|
const std::string &blurFragSource,
|
||||||
const std::string &reduxFragSource)
|
const std::string &reduxFragSource)
|
||||||
{
|
{
|
||||||
shaders[LUMINANCE_SHADER] = new Shader(vertSource, luminanceFragSource);
|
const std::string version_string = "#version 330 core\n";
|
||||||
shaders[BLOOM_SHADER] = new Shader(vertSource, bloomFragSource);
|
shaders[LUMINANCE_SHADER] = new Shader(version_string+vertSource, version_string+luminanceFragSource);
|
||||||
shaders[HDR_SHADER] = new Shader(vertSource, hdrFragSource);
|
shaders[BLOOM_SHADER] = new Shader(version_string+vertSource, version_string+bloomFragSource);
|
||||||
shaders[REDUX_SHADER] = new Shader(vertSource, reduxFragSource);
|
shaders[HDR_SHADER] = new Shader(version_string+vertSource, version_string+hdrFragSource);
|
||||||
|
shaders[REDUX_SHADER] = new Shader(version_string+vertSource, version_string+reduxFragSource);
|
||||||
redux->setShader(shaders[REDUX_SHADER]);
|
redux->setShader(shaders[REDUX_SHADER]);
|
||||||
if(blurSource != NULL)
|
if(blurSource != NULL)
|
||||||
delete(blurSource);
|
delete(blurSource);
|
||||||
|
@ -106,7 +106,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
std::cerr << type_str << " shader not compiled : " << std::endl;
|
std::cerr << type_str << " shader not compiled : " << std::endl;
|
||||||
//std::cout << "Shader source :" << std::endl << source << std::endl;
|
std::cout << "Shader source :" << std::endl << source << std::endl;
|
||||||
printShaderInfoLog(shaderId);
|
printShaderInfoLog(shaderId);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user