/*---------------------------------------------------------------------------* Project: Horizon File: demo_ShaderManager.cpp Copyright (C)2009-2012 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev: 46365 $ *---------------------------------------------------------------------------*/ #include "demo/ShaderProgram/demo_ShaderManager.h" extern "C" { extern u8* BasicVShader_SHADER_BEGIN[]; extern u8* BasicVShader_SHADER_END[]; } namespace demo { /* ------------------------------------------------------------------------ ShaderManager class member function ------------------------------------------------------------------------ */ ShaderManager::ShaderManager(void) : m_Initialized(false), m_ColorFillProgram(), m_FontProgram(), m_DecalTextureProgram() { } ShaderManager::~ShaderManager(void) { } bool ShaderManager::Initialize(void) { if ( m_Initialized ) { return false; } for (u32 shaderBinaryIndex = 0; shaderBinaryIndex < MAX_SHADER_BINARY_NUM; shaderBinaryIndex++) { for (u32 shaderProgramIndex = 0; shaderProgramIndex < MAX_SHADER_PROGRAM_NUM; shaderProgramIndex++) { m_ShaderProgramIdArray[shaderBinaryIndex][shaderProgramIndex] = 0; m_ShaderProgramPtrArray[shaderBinaryIndex][shaderProgramIndex] = NULL; } } m_Initialized = true; bool flag = InitializeBasicShader(); if (! flag ) { NN_TPANIC_("Failed to initialize BasicShaderBinary."); } return true; } bool ShaderManager::InitializeBasicShader(void) { for (u32 shaderProgramIndex = 0; shaderProgramIndex < BASIC_SHADER_BINARY_SHADER_NUM; shaderProgramIndex++) { m_ShaderProgramIdArray[BASIC_SHADER_BINARY_INDEX][shaderProgramIndex] = glCreateShader(GL_VERTEX_SHADER); } glShaderBinary(BASIC_SHADER_BINARY_SHADER_NUM, &m_ShaderProgramIdArray[BASIC_SHADER_BINARY_INDEX][0], GL_PLATFORM_BINARY_DMP, BasicVShader_SHADER_BEGIN, reinterpret_cast(BasicVShader_SHADER_END) - reinterpret_cast(BasicVShader_SHADER_BEGIN)); u32 shaderBinaryIndex = BASIC_SHADER_BINARY_INDEX; // ColorFillShader u32 shaderType = COLOR_FILL_SHADER; GLuint shaderId = m_ShaderProgramIdArray[BASIC_SHADER_BINARY_INDEX][shaderType]; m_ColorFillProgram.Initialize(shaderId); m_ShaderProgramPtrArray[shaderBinaryIndex][shaderType] = &m_ColorFillProgram; // FontShader shaderType = FONT_SHADER; shaderId = m_ShaderProgramIdArray[BASIC_SHADER_BINARY_INDEX][shaderType]; m_FontProgram.Initialize(shaderId); m_ShaderProgramPtrArray[shaderBinaryIndex][shaderType] = &m_FontProgram; // DecalTextureShader shaderType = DECAL_TEXTURE_SHADER; shaderId = m_ShaderProgramIdArray[BASIC_SHADER_BINARY_INDEX][shaderType]; m_DecalTextureProgram.Initialize(shaderId); m_ShaderProgramPtrArray[shaderBinaryIndex][shaderType] = &m_DecalTextureProgram; return true; } bool ShaderManager::Finalize(void) { if (! m_Initialized ) { return false; } for (u32 shaderBinaryIndex = 0; shaderBinaryIndex < MAX_SHADER_BINARY_NUM; shaderBinaryIndex++) { for (u32 shaderProgramIndex = 0; shaderProgramIndex < MAX_SHADER_PROGRAM_NUM; shaderProgramIndex++) { ProgramObject* programObjectPtr = m_ShaderProgramPtrArray[shaderBinaryIndex][shaderProgramIndex]; if ( programObjectPtr != NULL ) { programObjectPtr->Finalize(); } } } m_Initialized = false; return true; } u32 ShaderManager::GetVertexAttributes(const ShaderType shaderType) { ProgramObject* shaderProgramPtr = GetShaderProgram(shaderType); return shaderProgramPtr->GetVertexAttributes(); } ProgramObject* ShaderManager::GetShaderProgram(const ShaderType shaderType) { if ( ( shaderType == COLOR_FILL_SHADER ) || ( shaderType == FONT_SHADER ) || ( shaderType == DECAL_TEXTURE_SHADER ) ) { return m_ShaderProgramPtrArray[BASIC_SHADER_BINARY_INDEX][shaderType]; } else { NN_TPANIC_("GetShaderProgram() failed. Invalid shaderType = %d\n", shaderType); return NULL; } } }