2017-09-02 13:24:07 +00:00
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#include "opengl_sl.h"
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2017-09-14 17:35:31 +00:00
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#include <engine/shared/linereader.h>
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2017-12-02 21:19:57 +00:00
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#include <engine/storage.h>
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2017-09-02 13:24:07 +00:00
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#include <vector>
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#include <stdio.h>
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#include <string>
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2017-12-02 21:19:57 +00:00
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bool CGLSL::LoadShader(IStorage *pStorage, const char *pFile, int Type)
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2017-09-27 12:52:06 +00:00
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{
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2017-12-02 21:19:57 +00:00
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if (m_IsLoaded)
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return true;
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IOHANDLE f = pStorage->OpenFile(pFile, IOFLAG_READ, IStorage::TYPE_ALL);
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2017-09-02 13:24:07 +00:00
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std::vector<std::string> Lines;
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2017-09-27 12:52:06 +00:00
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if (f)
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{
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2017-09-14 17:35:31 +00:00
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CLineReader LineReader;
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LineReader.Init(f);
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char* ReadLine = NULL;
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2017-09-27 12:52:06 +00:00
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while ((ReadLine = LineReader.Get()))
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{
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2017-09-14 17:35:31 +00:00
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Lines.push_back(ReadLine);
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Lines.back().append("\r\n");
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}
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2017-09-02 13:24:07 +00:00
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io_close(f);
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const char** ShaderCode = new const char*[Lines.size()];
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2017-09-27 12:52:06 +00:00
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for (size_t i = 0; i < Lines.size(); ++i)
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{
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2017-09-02 13:24:07 +00:00
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ShaderCode[i] = Lines[i].c_str();
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}
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GLuint shader = glCreateShader(Type);
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glShaderSource(shader, Lines.size(), ShaderCode, NULL);
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glCompileShader(shader);
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delete[] ShaderCode;
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int CompilationStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &CompilationStatus);
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2017-09-27 12:52:06 +00:00
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if (CompilationStatus == GL_FALSE)
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{
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2017-09-02 13:24:07 +00:00
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char buff[3000];
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GLint maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderInfoLog(shader, maxLength, &maxLength, buff);
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2017-09-27 13:01:38 +00:00
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dbg_msg("GLSL", "%s", buff);
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2017-09-02 13:24:07 +00:00
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glDeleteShader(shader);
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return false;
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}
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m_Type = Type;
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m_IsLoaded = true;
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m_ShaderID = shader;
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return true;
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}
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else return false;
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}
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2017-09-27 12:52:06 +00:00
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void CGLSL::DeleteShader()
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{
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2017-09-02 13:24:07 +00:00
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if (!IsLoaded()) return;
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m_IsLoaded = false;
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glDeleteShader(m_ShaderID);
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}
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2017-09-27 12:52:06 +00:00
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bool CGLSL::IsLoaded()
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{
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2017-09-02 13:24:07 +00:00
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return m_IsLoaded;
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}
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2017-09-27 12:52:06 +00:00
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GLuint CGLSL::GetShaderID()
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{
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2017-09-02 13:24:07 +00:00
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return m_ShaderID;
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}
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2017-09-27 12:52:06 +00:00
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CGLSL::CGLSL()
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{
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2017-09-02 13:24:07 +00:00
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m_IsLoaded = false;
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2017-09-14 17:35:31 +00:00
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}
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2017-09-27 12:52:06 +00:00
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CGLSL::~CGLSL()
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{
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2017-09-14 17:35:31 +00:00
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DeleteShader();
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2017-10-20 07:31:42 +00:00
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}
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