/* 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