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-rw-r--r--engines/sludge/shaders.cpp178
1 files changed, 0 insertions, 178 deletions
diff --git a/engines/sludge/shaders.cpp b/engines/sludge/shaders.cpp
deleted file mode 100644
index 69c3f99159..0000000000
--- a/engines/sludge/shaders.cpp
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-/* 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 "sludge/allfiles.h"
-#include "sludge/debug.h"
-#include "sludge/stringy.h"
-#include "sludge/shaders.h"
-#include "sludge/graphics.h"
-
-namespace Sludge {
-
-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) {
- Common::File fd;
- char *content = NULL;
- char *fn = joinStrings(bundleFolder, name);
-
- int count = 0;
-
- if (fn != NULL) {
- if (fd.open(fn)) {
-
- fd.seek(0, SEEK_END);
- count = fd.pos();
- fd.seek(0);
-
- if (count > 0) {
- content = (char *)malloc(sizeof(char) * (count + 1));
- count = fd.read(content, sizeof(char) * count);
- content[count] = '\0';
- }
- fd.close();
- }
- }
- delete fn;
- return content;
-}
-
-#if 0
-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
-}
-#endif
-
-int buildShaders(const char *vertexShader, const char *fragmentShader) {
-#if 0
- GLuint VS, FS, prog;
- GLint vertCompiled, fragCompiled;
- GLint linked;
-
- // 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);
-
- if (!vertCompiled || !fragCompiled)
- return 0;
-#endif
- 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);
-
- if (!linked)
- return 0;
-
- debugOut("Shader program linked. \n");
-
- return prog;
-#endif
- return 0; //TODO: false value
-}
-
-} // End of namespace Sludge