Created
March 24, 2017 15:49
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How to manually load shaders in Ogre. Copied from http://www.ogre3d.org/forums/viewtopic.php?f=2&t=73197
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Ogre::HighLevelGpuProgramPtr vertex = Ogre::HighLevelGpuProgramManager::getSingletonPtr()->createProgram( "basicVS", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "glsl", Ogre::GpuProgramType::GPT_VERTEX_PROGRAM); | |
vertex->setSourceFile( "basic.vert" ); | |
Ogre::HighLevelGpuProgramPtr fragment = Ogre::HighLevelGpuProgramManager::getSingletonPtr()->createProgram( "basicFS", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "glsl", Ogre::GpuProgramType::GPT_FRAGMENT_PROGRAM); | |
fragment->setSourceFile( "basic.frag" ); | |
//Creating new material | |
Ogre::MaterialPtr matPtr = Ogre::MaterialManager::getSingletonPtr()->create( "ProgramShader", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); | |
Ogre::Pass* pass = matPtr->getTechnique(0)->getPass(0); | |
//pass settings | |
pass->setLightingEnabled( false ); | |
pass->setVertexProgram( vertex->getName() ); | |
pass->setFragmentProgram( fragment->getName() ); | |
entity->setMaterialName( matPtr->getName() ); |
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