Пример #1
0
void Language::SetupStrings(const char* language)
{
    // First load Blake Stone's strings so we can replace them in LANGUAGE later
    SetupBlakeStrings("LEVELDSC", "BLAKE_AREA_");

    int lastLump = 0;
    int lump = 0;
    while((lump = Wads.FindLump("LANGUAGE", &lastLump)) != -1)
    {
        // Read the lump defaulting to english
        ReadLump(lump, language == NULL ? "enu" : language);
    }
}
Пример #2
0
static GLShader* gld_LoadShader(const char *vpname, const char *fpname)
{
#define buffer_size 2048
  int idx;
  int linked;
  char buffer[buffer_size];
  char *vp_data = NULL;
  char *fp_data = NULL;
  int vp_size, fp_size;
  size_t vp_fnlen, fp_fnlen;
  char *filename = NULL;
  GLShader* shader = NULL;

  vp_fnlen = doom_snprintf(NULL, 0, "%s/shaders/%s.txt", I_DoomExeDir(), vpname);
  fp_fnlen = doom_snprintf(NULL, 0, "%s/shaders/%s.txt", I_DoomExeDir(), fpname);
  filename = malloc(MAX(vp_fnlen, fp_fnlen) + 1);

  sprintf(filename, "%s/shaders/%s.txt", I_DoomExeDir(), vpname);
  vp_size = ReadLump(filename, vpname, &vp_data);

  sprintf(filename, "%s/shaders/%s.txt", I_DoomExeDir(), fpname);
  fp_size = ReadLump(filename, fpname, &fp_data);
  
  if (vp_data && fp_data)
  {
    shader = calloc(1, sizeof(GLShader));

    shader->hVertProg = GLEXT_glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    shader->hFragProg = GLEXT_glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);	

    GLEXT_glShaderSourceARB(shader->hVertProg, 1, &vp_data, &vp_size);
    GLEXT_glShaderSourceARB(shader->hFragProg, 1, &fp_data, &fp_size);

    GLEXT_glCompileShaderARB(shader->hVertProg);
    GLEXT_glCompileShaderARB(shader->hFragProg);

    shader->hShader = GLEXT_glCreateProgramObjectARB();

    GLEXT_glAttachObjectARB(shader->hShader, shader->hVertProg);
    GLEXT_glAttachObjectARB(shader->hShader, shader->hFragProg);

    GLEXT_glLinkProgramARB(shader->hShader);

    GLEXT_glGetInfoLogARB(shader->hShader, buffer_size, NULL, buffer);

    GLEXT_glGetObjectParameterivARB(shader->hShader, GL_OBJECT_LINK_STATUS_ARB, &linked);

    if (linked)
    {
      lprintf(LO_INFO, "gld_LoadShader: Shader \"%s+%s\" compiled OK: %s\n", vpname, fpname, buffer);

      shader->lightlevel_index = GLEXT_glGetUniformLocationARB(shader->hShader, "lightlevel");

      GLEXT_glUseProgramObjectARB(shader->hShader);

      idx = GLEXT_glGetUniformLocationARB(shader->hShader, "tex");
      GLEXT_glUniform1iARB(idx, 0);

      GLEXT_glUseProgramObjectARB(0);
    }
    else
    {
      lprintf(LO_ERROR, "gld_LoadShader: Error compiling shader \"%s+%s\": %s\n", vpname, fpname, buffer);
      free(shader);
      shader = NULL;
    }
  }

  free(filename);
  free(vp_data);
  free(fp_data);

  return shader;
}