mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
178 lines
4.5 KiB
C++
178 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "allfiles.h"
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#include "debug.h"
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#include "stringy.h"
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#include "shaders.h"
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#include "graphics.h"
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namespace Sludge {
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extern char *bundleFolder;
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//Function from: http://www.evl.uic.edu/aej/594/code/ogl.cpp
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//Read in a textfile (GLSL program)
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// we need to pass it as a string to the GLSL driver
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char *shaderFileRead(const char *name) {
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Common::File fd;
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char *content = NULL;
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char *fn = joinStrings(bundleFolder, name);
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int count = 0;
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if (fn != NULL) {
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if (fd.open(fn)) {
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fd.seek(0, SEEK_END);
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count = fd.pos();
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fd.seek(0);
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if (count > 0) {
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content = (char *)malloc(sizeof(char) * (count + 1));
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count = fd.read(content, sizeof(char) * count);
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content[count] = '\0';
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}
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fd.close();
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}
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}
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delete fn;
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return content;
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}
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#if 0
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static void
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printShaderInfoLog(GLuint shader) {
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GLint infologLength = 0;
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GLint charsWritten = 0;
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char *infoLog;
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#if 0
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printOpenGLError(); // Check for OpenGL errors
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
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printOpenGLError(); // Check for OpenGL errors
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#endif
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if (infologLength > 0) {
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infoLog = new char [infologLength];
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if (infoLog == NULL) {
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debugOut("ERROR: Could not allocate InfoLog buffer");
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return;
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}
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#if 0
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glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
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debugOut("Shader InfoLog:\n%s\n\n", infoLog);
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#endif
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delete[] infoLog;
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}
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printOpenGLError(); // Check for OpenGL errors
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}
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/* Print out the information log for a program object */
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static void
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printProgramInfoLog(GLuint program) {
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GLint infologLength = 0;
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GLint charsWritten = 0;
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char *infoLog;
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#if 0
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printOpenGLError(); // Check for OpenGL errors
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength);
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printOpenGLError(); // Check for OpenGL errors
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#endif
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if (infologLength > 0) {
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infoLog = new char [infologLength];
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if (infoLog == NULL) {
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debugOut("ERROR: Could not allocate InfoLog buffer");
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return;
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}
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#if 0
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glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog);
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debugOut("Program InfoLog:\n%s\n\n", infoLog);
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#endif
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delete[] infoLog;
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}
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printOpenGLError(); // Check for OpenGL errors
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}
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#endif
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int buildShaders(const char *vertexShader, const char *fragmentShader) {
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#if 0
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GLuint VS, FS, prog;
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GLint vertCompiled, fragCompiled;
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GLint linked;
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// Create Shader Objects
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VS = glCreateShader(GL_VERTEX_SHADER);
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FS = glCreateShader(GL_FRAGMENT_SHADER);
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// Load source code strings into shaders
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glShaderSource(VS, 1, &vertexShader, NULL);
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glShaderSource(FS, 1, &fragmentShader, NULL);
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#endif
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debugOut("Compiling vertex shader... \n");
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#if 0
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// Compile vertex shader and print log
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glCompileShader(VS);
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printOpenGLError();
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glGetShaderiv(VS, GL_COMPILE_STATUS, &vertCompiled);
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printShaderInfoLog(VS);
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#endif
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debugOut("\nCompiling fragment shader... \n");
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#if 0
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// Compile fragment shader and print log
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glCompileShader(FS);
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printOpenGLError();
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glGetShaderiv(FS, GL_COMPILE_STATUS, &fragCompiled);
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printShaderInfoLog(FS);
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if (!vertCompiled || !fragCompiled)
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return 0;
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#endif
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debugOut("\nShaders compiled. \n");
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#if 0
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// Create a program object and attach the two compiled shaders
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prog = glCreateProgram();
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glAttachShader(prog, VS);
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glAttachShader(prog, FS);
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// Clean up
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glDeleteShader(VS);
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glDeleteShader(FS);
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// Link the program and print log
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glLinkProgram(prog);
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printOpenGLError();
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glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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printProgramInfoLog(prog);
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if (!linked)
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return 0;
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debugOut("Shader program linked. \n");
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return prog;
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#endif
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return 0; //TODO: false value
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}
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} // End of namespace Sludge
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