CL_ShaderObject CL_ShaderObject::load(CL_GraphicContext &gc, const CL_StringRef &resource_id, CL_ResourceManager *resources) { CL_Resource resource = resources->get_resource(resource_id); CL_String filename = resource.get_element().get_attribute("file"); CL_String type = resource.get_element().get_tag_name(); CL_ShaderType shader_type; if (type == "fragment-shader") shader_type = cl_shadertype_fragment; else if (type == "vertex-shader") shader_type = cl_shadertype_vertex; else throw CL_Exception("CL_ShaderObject: Unknown shader type: " + type); CL_VirtualDirectory directory = resources->get_directory(resource); CL_IODevice file = directory.open_file(filename, CL_File::open_existing, CL_File::access_read, CL_File::share_read); int size = file.get_size(); CL_String8 source(size, 0); file.read(&source[0], size); CL_ShaderObject shader_object(gc, shader_type, CL_StringHelp::local8_to_text(source)); if (resource.get_element().get_attribute("compile", "true") == "true") if(!shader_object.compile()) throw CL_Exception(cl_format("Unable to compiler shader program %1: %2", resource_id, shader_object.get_info_log())); return shader_object; }
void CL_ResourceManager::load(const CL_String &fullname, CL_VirtualDirectory directory) { CL_String path = CL_PathHelp::get_fullpath(fullname, CL_PathHelp::path_type_virtual); CL_String filename = CL_PathHelp::get_filename(fullname, CL_PathHelp::path_type_virtual); CL_VirtualDirectory dir = directory.open_directory(path); load(dir.open_file(filename, CL_File::open_existing, CL_File::access_read, CL_File::share_read), dir); }
void CL_PNGProvider::save( CL_PixelBuffer buffer, const CL_String &filename, CL_VirtualDirectory &directory) { CL_IODevice file = directory.open_file(filename, CL_File::create_always); save(buffer, file); }
CL_SoundProvider_Wave::CL_SoundProvider_Wave( const CL_String &fullname, bool stream) : impl(new CL_SoundProvider_Wave_Impl) { CL_String path = CL_PathHelp::get_fullpath(fullname, CL_PathHelp::path_type_file); CL_String filename = CL_PathHelp::get_filename(fullname, CL_PathHelp::path_type_file); CL_VirtualFileSystem vfs(path); CL_VirtualDirectory dir = vfs.get_root_directory(); CL_IODevice input = dir.open_file(filename, CL_File::open_existing, CL_File::access_read, CL_File::share_all); impl->load(input); }
void CL_CollisionOutline::save(const CL_StringRef &filename, CL_VirtualDirectory &directory) const { CL_IODevice file = directory.open_file(filename, CL_File::create_always); impl->save(file); }
void CL_ResourceManager::save(const CL_String &filename, CL_VirtualDirectory directory) { save(directory.open_file(filename, CL_File::create_always, CL_File::access_read|CL_File::access_write, CL_File::share_read)); }