Use the GLSL/ES system library by default.

This commit is contained in:
Rhys Weatherley
2010-11-29 10:09:22 +10:00
parent a22fad9308
commit 614127a557
3 changed files with 17 additions and 7 deletions

View File

@@ -114,6 +114,9 @@ bool GLSLEditorPlugin::initialize(const QStringList & /*arguments*/, QString *er
parseGlslFile(QLatin1String("glsl_120.frag"), &m_glsl_120_frag);
parseGlslFile(QLatin1String("glsl_120.vert"), &m_glsl_120_vert);
parseGlslFile(QLatin1String("glsl_120_common.glsl"), &m_glsl_120_common);
parseGlslFile(QLatin1String("glsl_es_100.frag"), &m_glsl_es_100_frag);
parseGlslFile(QLatin1String("glsl_es_100.vert"), &m_glsl_es_100_vert);
parseGlslFile(QLatin1String("glsl_es_100_common.glsl"), &m_glsl_es_100_common);
// m_modelManager = new ModelManager(this);
@@ -251,9 +254,8 @@ QByteArray GLSLEditorPlugin::glslFile(const QString &fileName)
void GLSLEditorPlugin::parseGlslFile(const QString &fileName, InitFile *initFile)
{
const int variant = GLSL::Lexer::Variant_GLSL_Qt | // ### hardcoded
GLSL::Lexer::Variant_VertexShader |
GLSL::Lexer::Variant_FragmentShader;
// Parse the builtins for any langugage variant so we can use all keywords.
const int variant = GLSL::Lexer::Variant_All;
const QByteArray code = glslFile(fileName);
initFile->engine = new GLSL::Engine();
@@ -263,17 +265,21 @@ void GLSLEditorPlugin::parseGlslFile(const QString &fileName, InitFile *initFile
const GLSLEditorPlugin::InitFile *GLSLEditorPlugin::fragmentShaderInit() const
{
return &m_glsl_120_frag;
// TODO: select the correct language variant
//return &m_glsl_120_frag;
return &m_glsl_es_100_frag;
}
const GLSLEditorPlugin::InitFile *GLSLEditorPlugin::vertexShaderInit() const
{
return &m_glsl_120_vert;
//return &m_glsl_120_vert;
return &m_glsl_es_100_vert;
}
const GLSLEditorPlugin::InitFile *GLSLEditorPlugin::shaderInit() const
{
return &m_glsl_120_common;
//return &m_glsl_120_common;
return &m_glsl_es_100_common;
}
Q_EXPORT_PLUGIN(GLSLEditorPlugin)