Changeset 318 for trunk/src


Ignore:
Timestamp:
08/21/14 01:49:25 (11 years ago)
Author:
epyon
Message:
  • gui shader now embedded
Location:
trunk/src/gui
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/gui/gui_environment.cc

    r271 r318  
    2525#include "nv/gfx/texture_atlas.hh"
    2626
    27 nv::gui::environment::environment( window* w, const std::string& shader_path )
     27nv::gui::environment::environment( window* w )
    2828        : m_renderer( nullptr ), m_window( w )
    2929{
     
    3535        screen->m_relative = m_area;
    3636
    37         m_renderer = new renderer( w, shader_path );
     37        m_renderer = new renderer( w );
    3838}
    3939
  • trunk/src/gui/gui_renderer.cc

    r313 r318  
    1111#include "nv/interface/device.hh"
    1212#include "nv/interface/context.hh"
     13
     14static const char *nv_gui_vertex_shader =
     15        "#version 120\n"
     16        "attribute vec2 nv_position;\n"
     17        "attribute vec2 nv_texcoord;\n"
     18        "attribute vec4 nv_color;\n"
     19        "varying vec4 v_color;\n"
     20        "varying vec2 v_texcoord;\n"
     21        "uniform mat4 nv_m_projection;\n"
     22        "void main(void)\n"
     23        "{\n"
     24        "       gl_Position = nv_m_projection * vec4(nv_position.x, nv_position.y, 0.0, 1.0);\n"
     25        "       v_texcoord  = nv_texcoord;\n"
     26        "       v_color     = nv_color;\n"
     27        "}\n";
     28static const char *nv_gui_fragment_shader =
     29        "#version 120\n"
     30        "varying vec4 v_color;\n"
     31        "varying vec2 v_texcoord;\n"
     32        "uniform sampler2D nv_t_diffuse;\n"
     33        "void main(void)\n"
     34        "{\n"
     35        "       vec4 tex_color = texture2D( nv_t_diffuse, v_texcoord );\n"
     36        "       gl_FragColor   = v_color * tex_color;\n"
     37        "}\n";
    1338
    1439using namespace nv;
     
    92117};
    93118
    94 renderer::renderer( window* w, const std::string& shader_path )
     119renderer::renderer( window* w )
    95120        : m_window(w)
    96121        , m_style()
     
    110135        screen_render_data* sr = new screen_render_data( w->get_context(), 1024 );
    111136        m_render_data = sr;
    112         // ** EXTREMELY TEMPORARY!
    113         sr->shader     = m_window->get_device()->create_program( nv::slurp( shader_path + ".vert" ), nv::slurp( shader_path + ".frag" ) );
     137        sr->shader     = m_window->get_device()->create_program( nv_gui_vertex_shader, nv_gui_fragment_shader );
    114138        m_scene_state.get_camera().set_ortho( 0.0f, float( m_window->get_width() ), float( m_window->get_height() ), 0.0f );
    115139
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