#include "3DProgramInfo.h" namespace ax { namespace shaderinfos { /* TODO these consts should not be used */ namespace shader { const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR = "#ShaderETC1ASPositionTextureColor"; const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_COLOR_NO_MVP = "#ShaderETC1ASPositionTextureColor_noMVP"; const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY = "#ShaderETC1ASPositionTextureGray"; const char* SHADER_NAME_ETC1AS_POSITION_TEXTURE_GRAY_NO_MVP = "#ShaderETC1ASPositionTextureGray_noMVP"; const char* SHADER_NAME_POSITION_TEXTURE_COLOR = "ShaderPositionTextureColor"; const char* SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP = "ShaderPositionTextureColor_noMVP"; const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST = "ShaderPositionTextureColorAlphaTest"; const char* SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV = "ShaderPositionTextureColorAlphaTest_NoMV"; const char* SHADER_NAME_POSITION_COLOR = "ShaderPositionColor"; const char* SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE = "ShaderPositionColorTexAsPointsize"; const char* SHADER_NAME_POSITION_COLOR_NO_MVP = "ShaderPositionColor_noMVP"; const char* SHADER_NAME_POSITION_TEXTURE = "ShaderPositionTexture"; const char* SHADER_NAME_POSITION_TEXTURE_U_COLOR = "ShaderPositionTexture_uColor"; const char* SHADER_NAME_POSITION_TEXTURE_A8_COLOR = "ShaderPositionTextureA8Color"; const char* SHADER_NAME_POSITION_U_COLOR = "ShaderPosition_uColor"; const char* SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR = "ShaderPositionLengthTextureColor"; const char* SHADER_NAME_POSITION_GRAYSCALE = "ShaderUIGrayScale"; const char* SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL = "ShaderLabelDFNormal"; const char* SHADER_NAME_LABEL_DISTANCEFIELD_GLOW = "ShaderLabelDFGlow"; const char* SHADER_NAME_LABEL_NORMAL = "ShaderLabelNormal"; const char* SHADER_NAME_LABEL_OUTLINE = "ShaderLabelOutline"; const char* SHADER_3D_POSITION = "Shader3DPosition"; const char* SHADER_3D_POSITION_TEXTURE = "Shader3DPositionTexture"; const char* SHADER_3D_SKINPOSITION_TEXTURE = "Shader3DSkinPositionTexture"; const char* SHADER_3D_POSITION_NORMAL = "Shader3DPositionNormal"; const char* SHADER_3D_POSITION_NORMAL_TEXTURE = "Shader3DPositionNormalTexture"; const char* SHADER_3D_SKINPOSITION_NORMAL_TEXTURE = "Shader3DSkinPositionNormalTexture"; const char* SHADER_3D_POSITION_BUMPEDNORMAL_TEXTURE = "Shader3DPositionBumpedNormalTexture"; const char* SHADER_3D_SKINPOSITION_BUMPEDNORMAL_TEXTURE = "Shader3DSkinPositionBumpedNormalTexture"; const char* SHADER_3D_PARTICLE_COLOR = "Shader3DParticleColor"; const char* SHADER_3D_PARTICLE_TEXTURE = "Shader3DParticleTexture"; const char* SHADER_3D_SKYBOX = "Shader3DSkybox"; const char* SHADER_3D_TERRAIN = "Shader3DTerrain"; const char* SHADER_CAMERA_CLEAR = "ShaderCameraClear"; const char* SHADER_LAYER_RADIAL_GRADIENT = "ShaderLayerRadialGradient"; } // namespace shader namespace uniform { // uniform names const char* UNIFORM_NAME_AMBIENT_COLOR = "AX_AmbientColor"; const char* UNIFORM_NAME_P_MATRIX = "AX_PMatrix"; const char* UNIFORM_NAME_MULTIVIEW_P_MATRIX = "AX_MultiViewPMatrix"; const char* UNIFORM_NAME_MV_MATRIX = "AX_MVMatrix"; const char* UNIFORM_NAME_MVP_MATRIX = "AX_MVPMatrix"; const char* UNIFORM_NAME_MULTIVIEW_MVP_MATRIX = "AX_MultiViewMVPMatrix"; const char* UNIFORM_NAME_NORMAL_MATRIX = "AX_NormalMatrix"; const char* UNIFORM_NAME_TIME = "AX_Time"; const char* UNIFORM_NAME_SIN_TIME = "AX_SinTime"; const char* UNIFORM_NAME_COS_TIME = "AX_CosTime"; const char* UNIFORM_NAME_RANDOM01 = "AX_Random01"; const char* UNIFORM_NAME_SAMPLER0 = "AX_Texture0"; const char* UNIFORM_NAME_SAMPLER1 = "AX_Texture1"; const char* UNIFORM_NAME_SAMPLER2 = "AX_Texture2"; const char* UNIFORM_NAME_SAMPLER3 = "AX_Texture3"; const char* UNIFORM_NAME_ALPHA_TEST_VALUE = "AX_alpha_value"; } // namespace uniform namespace attribute { // Attribute names const char* ATTRIBUTE_NAME_COLOR = "a_color"; const char* ATTRIBUTE_NAME_POSITION = "a_position"; const char* ATTRIBUTE_NAME_TEX_COORD = "a_texCoord"; const char* ATTRIBUTE_NAME_TEX_COORD1 = "a_texCoord1"; const char* ATTRIBUTE_NAME_TEX_COORD2 = "a_texCoord2"; const char* ATTRIBUTE_NAME_TEX_COORD3 = "a_texCoord3"; const char* ATTRIBUTE_NAME_NORMAL = "a_normal"; const char* ATTRIBUTE_NAME_BLEND_WEIGHT = "a_blendWeight"; const char* ATTRIBUTE_NAME_BLEND_INDEX = "a_blendIndex"; const char* ATTRIBUTE_NAME_TANGENT = "a_tangent"; const char* ATTRIBUTE_NAME_BINORMAL = "a_binormal"; } // namespace attribute static std::vector> locations = { {attribute::ATTRIBUTE_NAME_POSITION, VertexKey::VERTEX_ATTRIB_POSITION}, {attribute::ATTRIBUTE_NAME_COLOR, VertexKey::VERTEX_ATTRIB_COLOR}, {attribute::ATTRIBUTE_NAME_TEX_COORD, VertexKey::VERTEX_ATTRIB_TEX_COORD}, {attribute::ATTRIBUTE_NAME_TEX_COORD1, VertexKey::VERTEX_ATTRIB_TEX_COORD1}, {attribute::ATTRIBUTE_NAME_TEX_COORD2, VertexKey::VERTEX_ATTRIB_TEX_COORD2}, {attribute::ATTRIBUTE_NAME_TEX_COORD3, VertexKey::VERTEX_ATTRIB_TEX_COORD3}, {attribute::ATTRIBUTE_NAME_NORMAL, VertexKey::VERTEX_ATTRIB_NORMAL}, }; const std::vector>& getPredefinedAttributes() { return locations; } const std::string getAttributeName(const VertexKey& key) { static std::string s_attributeNames[] = { shaderinfos::attribute::ATTRIBUTE_NAME_POSITION, shaderinfos::attribute::ATTRIBUTE_NAME_COLOR, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD1, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD2, shaderinfos::attribute::ATTRIBUTE_NAME_TEX_COORD3, shaderinfos::attribute::ATTRIBUTE_NAME_NORMAL, shaderinfos::attribute::ATTRIBUTE_NAME_BLEND_WEIGHT, shaderinfos::attribute::ATTRIBUTE_NAME_BLEND_INDEX, shaderinfos::attribute::ATTRIBUTE_NAME_TANGENT, shaderinfos::attribute::ATTRIBUTE_NAME_BINORMAL}; static int max = sizeof(s_attributeNames) / sizeof(s_attributeNames[0]); auto idx = static_cast(key); AXASSERT(idx >= 0 && idx < max, "invalid key "); return s_attributeNames[idx]; } }; // namespace shaderinfos }