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-rw-r--r--libs/preview_nif/src/ShaderManager.cpp74
1 files changed, 74 insertions, 0 deletions
diff --git a/libs/preview_nif/src/ShaderManager.cpp b/libs/preview_nif/src/ShaderManager.cpp
new file mode 100644
index 0000000..2109b44
--- /dev/null
+++ b/libs/preview_nif/src/ShaderManager.cpp
@@ -0,0 +1,74 @@
+#include "ShaderManager.h"
+
+#include <QOpenGLContext>
+
+ShaderManager::ShaderManager(MOBase::IOrganizer* moInfo) : m_MOInfo{ moInfo }
+{}
+
+QOpenGLShaderProgram* ShaderManager::getProgram(ShaderType type)
+{
+ if (type == None) {
+ return nullptr;
+ }
+
+ if (m_Programs[type] == nullptr) {
+ m_Programs[type] = loadProgram(type);
+ }
+
+ return m_Programs[type];
+}
+
+QOpenGLShaderProgram* ShaderManager::loadProgram(ShaderType type)
+{
+ QString vert;
+ QString frag;
+
+ switch (type) {
+ case SKDefault:
+ vert = "default.vert";
+ frag = "sk_default.frag";
+ break;
+ case SKMSN:
+ vert = "sk_msn.vert";
+ frag = "sk_msn.frag";
+ break;
+ case SKMultilayer:
+ vert = "default.vert";
+ frag = "sk_multilayer.frag";
+ break;
+ case SKEffectShader:
+ vert = "sk_effectshader.vert";
+ frag = "sk_effectshader.frag";
+ break;
+ case FO4Default:
+ vert = "default.vert";
+ frag = "fo4_default.frag";
+ break;
+ case FO4EffectShader:
+ vert = "default.vert";
+ frag = "fo4_effectshader.frag";
+ break;
+ default:
+ return nullptr;
+ }
+
+ auto game = m_MOInfo->managedGame();
+ auto dataPath = MOBase::IOrganizer::getPluginDataPath();
+ auto vertexShader = QString("%1/shaders/%2").arg(dataPath).arg(vert);
+ auto fragmentShader = QString("%1/shaders/%2").arg(dataPath).arg(frag);
+
+ auto program = new QOpenGLShaderProgram(QOpenGLContext::currentContext());
+ program->addShaderFromSourceFile(QOpenGLShader::Vertex, vertexShader);
+ program->addShaderFromSourceFile(QOpenGLShader::Fragment, fragmentShader);
+
+ program->bindAttributeLocation("position", AttribPosition);
+ program->bindAttributeLocation("normal", AttribNormal);
+ program->bindAttributeLocation("tangent", AttribTangent);
+ program->bindAttributeLocation("bitangent", AttribBitangent);
+ program->bindAttributeLocation("texCoord", AttribTexCoord);
+ program->bindAttributeLocation("color", AttribColor);
+
+ program->link();
+
+ return program;
+}