void IniConfig::Read(const FileSystem::FileData &data) { StringRange buffer = data.AsStringRange(); buffer = buffer.StripUTF8BOM(); while (!buffer.Empty()) { StringRange line = buffer.ReadLine().StripSpace(); // if the line is a comment, skip it if (line.Empty() || (line[0] == '#')) continue; const char *kend = line.FindChar('='); // if there's no '=' sign, skip the line if (kend == line.end) { fprintf(stderr, "WARNING: ignoring invalid line in config file:\n '%.*s'\n", int(line.Size()), line.begin); continue; } StringRange key(line.begin, kend); StringRange value(kend + 1, line.end); // strip whitespace key.end = key.RFindNonSpace(); value = value.StripSpace(); m_map[key.ToString()] = value.ToString(); } }
void IniConfig::Read(const FileSystem::FileData &data) { StringRange buffer = data.AsStringRange(); buffer = buffer.StripUTF8BOM(); std::string section_name; MapType *section_map = 0; while (!buffer.Empty()) { StringRange line = buffer.ReadLine().StripSpace(); // if the line is a comment, skip it if (line.Empty() || (line[0] == '#')) continue; // check for a section header if ((line.Size() >= 2) && (line[0] == '[') && (line.end[-1] == ']')) { ++line.begin; --line.end; section_name = line.ToString(); section_map = 0; continue; } const char *kend = line.FindChar('='); // if there's no '=' sign, skip the line if (kend == line.end) { Output("WARNING: ignoring invalid line in config file:\n '%.*s'\n", int(line.Size()), line.begin); continue; } StringRange key(line.begin, kend); StringRange value(kend + 1, line.end); // strip whitespace key.end = key.RFindNonSpace(); value = value.StripSpace(); if (!section_map) section_map = &m_map[section_name]; (*section_map)[key.ToString()] = value.ToString(); } }
Shader(GLenum type, const std::string &filename, const std::string &defines) { RefCountedPtr<FileSystem::FileData> filecode = FileSystem::gameDataFiles.ReadFile(filename); if (!filecode.Valid()) Error("Could not load %s", filename.c_str()); std::string strCode(filecode->AsStringRange().ToString()); size_t found = strCode.find("#include"); while (found != std::string::npos) { // find the name of the file to include const size_t begFilename = strCode.find_first_of("\"", found + 8) + 1; const size_t endFilename = strCode.find_first_of("\"", begFilename + 1); const std::string incFilename = strCode.substr(begFilename, endFilename - begFilename); // check we haven't it already included it (avoids circular dependencies) const std::set<std::string>::const_iterator foundIt = previousIncludes.find(incFilename); if (foundIt != previousIncludes.end()) { Error("Circular, or multiple, include of %s\n", incFilename.c_str()); } else { previousIncludes.insert(incFilename); } // build path for include const std::string incPathBuffer = stringf("shaders/opengl/%0", incFilename); // read included file RefCountedPtr<FileSystem::FileData> incCode = FileSystem::gameDataFiles.ReadFile(incPathBuffer); assert(incCode.Valid()); if (incCode.Valid()) { // replace the #include and filename with the included files text strCode.replace(found, (endFilename + 1) - found, incCode->GetData(), incCode->GetSize()); found = strCode.find("#include"); } else { Error("Could not load %s", incPathBuffer.c_str()); } } // Store the modified text with the included files (if any) const StringRange code(strCode.c_str(), strCode.size()); // Build the final shader text to be compiled AppendSource(s_glslVersion); AppendSource(defines.c_str()); if (type == GL_VERTEX_SHADER) { AppendSource("#define VERTEX_SHADER\n"); } else { AppendSource("#define FRAGMENT_SHADER\n"); } AppendSource(code.StripUTF8BOM()); #if 0 static bool s_bDumpShaderSource = true; if (s_bDumpShaderSource) { const char SHADER_OUT_DIR_NAME[] = "shaders"; const char SHADER_OGL_OUT_DIR_NAME[] = "shaders/opengl"; FileSystem::userFiles.MakeDirectory(SHADER_OUT_DIR_NAME); FileSystem::userFiles.MakeDirectory(SHADER_OGL_OUT_DIR_NAME); const std::string outFilename(FileSystem::GetUserDir() + "/" + filename); FILE *tmp = fopen(outFilename.c_str(), "wb"); if(tmp) { Output("%s", filename); for( Uint32 i=0; i<blocks.size(); i++ ) { const char *block = blocks[i]; const GLint sizes = block_sizes[i]; if(block && sizes>0) { fprintf(tmp, "%.*s", sizes, block); } } fclose(tmp); } else { Output("Could not open file %s", outFilename.c_str()); } } #endif shader = glCreateShader(type); if(glIsShader(shader)!=GL_TRUE) throw ShaderException(); Compile(shader); // CheckGLSL may use OS::Warning instead of Error so the game may still (attempt to) run if (!check_glsl_errors(filename.c_str(), shader)) throw ShaderException(); };