ddnet/src/engine/client/opengl_sl.cpp
2017-10-20 09:31:42 +02:00

93 lines
1.5 KiB
C++

#include "opengl_sl.h"
#include <engine/shared/linereader.h>
#include <vector>
#include <stdio.h>
#include <string>
bool CGLSL::LoadShader(const char* pFile, int Type)
{
if (m_IsLoaded) return true;
IOHANDLE f;
f = io_open(pFile, IOFLAG_READ);
std::vector<std::string> Lines;
if (f)
{
CLineReader LineReader;
LineReader.Init(f);
char* ReadLine = NULL;
while ((ReadLine = LineReader.Get()))
{
Lines.push_back(ReadLine);
Lines.back().append("\r\n");
}
io_close(f);
const char** ShaderCode = new const char*[Lines.size()];
for (size_t i = 0; i < Lines.size(); ++i)
{
ShaderCode[i] = Lines[i].c_str();
}
GLuint shader = glCreateShader(Type);
glShaderSource(shader, Lines.size(), ShaderCode, NULL);
glCompileShader(shader);
delete[] ShaderCode;
int CompilationStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &CompilationStatus);
if (CompilationStatus == GL_FALSE)
{
char buff[3000];
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
glGetShaderInfoLog(shader, maxLength, &maxLength, buff);
dbg_msg("GLSL", "%s", buff);
glDeleteShader(shader);
return false;
}
m_Type = Type;
m_IsLoaded = true;
m_ShaderID = shader;
return true;
}
else return false;
}
void CGLSL::DeleteShader()
{
if (!IsLoaded()) return;
m_IsLoaded = false;
glDeleteShader(m_ShaderID);
}
bool CGLSL::IsLoaded()
{
return m_IsLoaded;
}
GLuint CGLSL::GetShaderID()
{
return m_ShaderID;
}
CGLSL::CGLSL()
{
m_IsLoaded = false;
}
CGLSL::~CGLSL()
{
DeleteShader();
}