Пример #1
0
void ShaderFileLoader::parseFiles()
{
	for (std::size_t i = 0; i < _files.size(); ++i)
	{
		const std::string& fullPath = _files[i];

		if (_currentOperation)
		{
			_currentOperation->setMessage((boost::format(_("Parsing material file %s")) % fullPath).str());

			float progress = static_cast<float>(i) / _files.size();
			_currentOperation->setProgress(progress);
		}

		// Open the file
		ArchiveTextFilePtr file = GlobalFileSystem().openTextFile(fullPath);

		if (file != NULL)
		{
			std::istream is(&(file->getInputStream()));
			parseShaderFile(is, fullPath);
		}
		else
		{
			throw std::runtime_error("Unable to read shaderfile: " + fullPath);
		}
	}
}
shaderRefMaps AaMaterialFileParser::parseAllShaderFiles(std::string directory, bool subFolders)
{
    shaderRefMaps shaders;

    if (!boost::filesystem::exists(directory)) return shaders;

    boost::filesystem::directory_iterator end_itr; // default construction yields past-the-end
    for ( boost::filesystem::directory_iterator itr(directory); itr != end_itr; ++itr )
    {
        if ( is_directory(itr->path()) && subFolders)
        {
            shaderRefMaps subInfos=parseAllShaderFiles(itr->path().generic_string(),subFolders);
            shaders.vertexShaderRefs.insert(subInfos.vertexShaderRefs.begin(),subInfos.vertexShaderRefs.end());
            shaders.pixelShaderRefs.insert(subInfos.pixelShaderRefs.begin(),subInfos.pixelShaderRefs.end());
        }
        else if ( boost::filesystem::is_regular_file(itr->path()) && itr->path().generic_string().find(".program")!=std::string::npos) // see below
        {
            AaLogger::getLogger()->writeMessage(itr->path().generic_string());
            shaderRefMaps localShaders=parseShaderFile(itr->path().generic_string());
            shaders.vertexShaderRefs.insert(localShaders.vertexShaderRefs.begin(),localShaders.vertexShaderRefs.end());
            shaders.pixelShaderRefs.insert(localShaders.pixelShaderRefs.begin(),localShaders.pixelShaderRefs.end());
            AaLogger::getLogger()->writeMessage("Loaded shader references: "+boost::lexical_cast<std::string,int>(localShaders.pixelShaderRefs.size()+localShaders.vertexShaderRefs.size()));
        }
    }

    AaLogger::getLogger()->writeMessage(	"Total shader references here: "+boost::lexical_cast<std::string,int>(shaders.pixelShaderRefs.size()+shaders.vertexShaderRefs.size()));
    return shaders;
}
Пример #3
0
GPUuint Shader::createShader(const std::string &filename)
{
	//compare file's extension name
	std::string shaderName(filename);
	size_t found = shaderName.rfind('.');

	GLuint shaderId = 0;
	GLenum shaderType;
	if (shaderName.compare(found + 1, 4, "vert") == 0)
	{
		shaderType = GL_VERTEX_SHADER;
		shaderId = glCreateShader(GL_VERTEX_SHADER);
	}
	else if (shaderName.compare(found + 1, 4, "frag") == 0)
	{
		shaderType = GL_FRAGMENT_SHADER;
		shaderId = glCreateShader(GL_FRAGMENT_SHADER);
	}
	else if (shaderName.compare(found + 1, 4, "geom") == 0)
	{
		shaderType = GL_GEOMETRY_SHADER;
		shaderId = glCreateShader(GL_GEOMETRY_SHADER);
	}
	else if (shaderName.compare(found + 1, 4, "comp") == 0)
	{
		shaderType = GL_COMPUTE_SHADER;
		shaderId = glCreateShader(GL_COMPUTE_SHADER);
	}
	else 
	{
		return 0;
	}

	const std::string shaderCode = parseShaderFile(filename);
	const char *code = shaderCode.c_str();

	glShaderSource(shaderId, 1, &code, NULL);
	glCompileShader(shaderId);

	GLint compileStatus;//whether compilation succeeds
	glGetShaderiv(shaderId, GL_COMPILE_STATUS, &compileStatus);
	if(GL_FALSE == compileStatus)
	{
		GLint infoLogLength;
		glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &infoLogLength);

		GLchar *infoLog = new GLchar[infoLogLength + 1];
		glGetShaderInfoLog(shaderId, infoLogLength, NULL, infoLog);

		std::cerr << "Compile failure in " << shaderName << ": " << std::endl
			<< infoLog << std::endl << std::endl;

		delete [] infoLog;
	}

	return shaderId;
}
Пример #4
0
void ShaderFileLoader::visit(const std::string& filename)
{
	// Construct the full VFS path
	std::string fullPath = _basePath + filename;

	// Open the file
	ArchiveTextFilePtr file = GlobalFileSystem().openTextFile(fullPath);

	if (file != NULL) {
		std::istream is(&(file->getInputStream()));
		parseShaderFile(is, fullPath);
	}
	else
	{
		throw std::runtime_error("Unable to read shaderfile: " + fullPath);
	}
}