aboutsummaryrefslogtreecommitdiff
path: root/engines/sludge/shaders.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sludge/shaders.cpp')
-rw-r--r--engines/sludge/shaders.cpp178
1 files changed, 178 insertions, 0 deletions
diff --git a/engines/sludge/shaders.cpp b/engines/sludge/shaders.cpp
new file mode 100644
index 0000000000..fd4ca30aa2
--- /dev/null
+++ b/engines/sludge/shaders.cpp
@@ -0,0 +1,178 @@
+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "debug.h"
+#include "stringy.h"
+#include "shaders.h"
+#include "graphics.h"
+
+extern char *bundleFolder;
+
+//Function from: http://www.evl.uic.edu/aej/594/code/ogl.cpp
+//Read in a textfile (GLSL program)
+// we need to pass it as a string to the GLSL driver
+char *shaderFileRead(const char *name) {
+ FILE *fp;
+ char *content = NULL;
+ char *fn = joinStrings(bundleFolder, name);
+
+ int count = 0;
+
+ if (fn != NULL) {
+
+ fp = fopen(fn, "rt");
+
+ if (fp != NULL) {
+
+ fseek(fp, 0, SEEK_END);
+ count = ftell(fp);
+ rewind(fp);
+
+ if (count > 0) {
+ content = (char *)malloc(sizeof(char) * (count + 1));
+ count = fread(content, sizeof(char), count, fp);
+ content[count] = '\0';
+ }
+ fclose(fp);
+
+ }
+ }
+
+ delete fn;
+
+ return content;
+}
+
+static void
+printShaderInfoLog(GLuint shader) {
+ GLint infologLength = 0;
+ GLint charsWritten = 0;
+ char *infoLog;
+
+#if 0
+ printOpenGLError(); // Check for OpenGL errors
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLength);
+ printOpenGLError(); // Check for OpenGL errors
+#endif
+
+ if (infologLength > 0) {
+ infoLog = new char [infologLength];
+ if (infoLog == NULL) {
+ debugOut("ERROR: Could not allocate InfoLog buffer");
+ return;
+ }
+#if 0
+ glGetShaderInfoLog(shader, infologLength, &charsWritten, infoLog);
+ debugOut("Shader InfoLog:\n%s\n\n", infoLog);
+#endif
+ delete[] infoLog;
+ }
+ printOpenGLError(); // Check for OpenGL errors
+}
+
+/* Print out the information log for a program object */
+static void
+printProgramInfoLog(GLuint program) {
+ GLint infologLength = 0;
+ GLint charsWritten = 0;
+ char *infoLog;
+#if 0
+ printOpenGLError(); // Check for OpenGL errors
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLength);
+ printOpenGLError(); // Check for OpenGL errors
+#endif
+ if (infologLength > 0) {
+ infoLog = new char [infologLength];
+ if (infoLog == NULL) {
+ debugOut("ERROR: Could not allocate InfoLog buffer");
+ return;
+ }
+#if 0
+ glGetProgramInfoLog(program, infologLength, &charsWritten, infoLog);
+ debugOut("Program InfoLog:\n%s\n\n", infoLog);
+#endif
+ delete[] infoLog;
+ }
+ printOpenGLError(); // Check for OpenGL errors
+}
+
+int buildShaders(const char *vertexShader, const char *fragmentShader) {
+ GLuint VS, FS, prog;
+ GLint vertCompiled, fragCompiled;
+ GLint linked;
+#if 0
+ // Create Shader Objects
+ VS = glCreateShader(GL_VERTEX_SHADER);
+ FS = glCreateShader(GL_FRAGMENT_SHADER);
+
+ // Load source code strings into shaders
+ glShaderSource(VS, 1, &vertexShader, NULL);
+ glShaderSource(FS, 1, &fragmentShader, NULL);
+#endif
+ debugOut("Compiling vertex shader... \n");
+#if 0
+ // Compile vertex shader and print log
+ glCompileShader(VS);
+ printOpenGLError();
+ glGetShaderiv(VS, GL_COMPILE_STATUS, &vertCompiled);
+ printShaderInfoLog(VS);
+#endif
+ debugOut("\nCompiling fragment shader... \n");
+#if 0
+ // Compile fragment shader and print log
+ glCompileShader(FS);
+ printOpenGLError();
+ glGetShaderiv(FS, GL_COMPILE_STATUS, &fragCompiled);
+ printShaderInfoLog(FS);
+#endif
+ if (!vertCompiled || !fragCompiled)
+ return 0;
+
+ debugOut("\nShaders compiled. \n");
+
+#if 0
+ // Create a program object and attach the two compiled shaders
+ prog = glCreateProgram();
+ glAttachShader(prog, VS);
+ glAttachShader(prog, FS);
+
+ // Clean up
+ glDeleteShader(VS);
+ glDeleteShader(FS);
+
+ // Link the program and print log
+ glLinkProgram(prog);
+ printOpenGLError();
+ glGetProgramiv(prog, GL_LINK_STATUS, &linked);
+ printProgramInfoLog(prog);
+#endif
+ if (!linked)
+ return 0;
+
+ debugOut("Shader program linked. \n");
+
+ return prog;
+}
+
+