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Diffstat (limited to 'engines/sludge/shaders.cpp')
-rw-r--r-- | engines/sludge/shaders.cpp | 178 |
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 +++ /dev/null @@ -1,178 +0,0 @@ -/* 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 |