GLProgram *GLProgramManager::CreateProgram(const std::string &name) { SPADES_MARK_FUNCTION(); SPLog("Loading GLSL program '%s'", name.c_str()); std::string text = FileManager::ReadAllBytes(name.c_str()); std::vector<std::string> lines = SplitIntoLines(text); GLProgram *p = new GLProgram(device, name); for (size_t i = 0; i < lines.size(); i++) { std::string text = TrimSpaces(lines[i]); if (text.empty()) break; if (text == "*shadow*") { std::vector<GLShader *> shaders = GLShadowShader::RegisterShader(this, settings, false); for (size_t i = 0; i < shaders.size(); i++) p->Attach(shaders[i]); continue; } else if (text == "*shadow-lite*") { std::vector<GLShader *> shaders = GLShadowShader::RegisterShader(this, settings, false, true); for (size_t i = 0; i < shaders.size(); i++) p->Attach(shaders[i]); continue; } else if (text == "*shadow-variance*") { std::vector<GLShader *> shaders = GLShadowShader::RegisterShader(this, settings, true); for (size_t i = 0; i < shaders.size(); i++) p->Attach(shaders[i]); continue; } else if (text == "*dlight*") { std::vector<GLShader *> shaders = GLDynamicLightShader::RegisterShader(this); for (size_t i = 0; i < shaders.size(); i++) p->Attach(shaders[i]); continue; } else if (text == "*shadowmap*") { std::vector<GLShader *> shaders = GLShadowMapShader::RegisterShader(this); for (size_t i = 0; i < shaders.size(); i++) p->Attach(shaders[i]); continue; } else if (text[0] == '*') { SPRaise("Unknown special shader: %s", text.c_str()); } else if (text[0] == '#') { continue; } GLShader *s = CreateShader(text); p->Attach(s); } Stopwatch sw; p->Link(); SPLog("Successfully linked GLSL program '%s' in %.3fms", name.c_str(), sw.GetTime() * 1000.); // p->Validate(); return p; }
static void LinkProgram(GLProgram &program) { program.Link(); if (program.GetLinkStatus() != GL_TRUE) { char log[4096]; program.GetInfoLog(log, sizeof(log)); fprintf(stderr, "Shader linker failed: %s\n", log); } }
static GLProgram * CompileProgram(const char *vertex_shader, const char *fragment_shader) { GLProgram *program = new GLProgram(); CompileAttachShader(*program, GL_VERTEX_SHADER, vertex_shader); CompileAttachShader(*program, GL_FRAGMENT_SHADER, fragment_shader); program->Link(); if (program->GetLinkStatus() != GL_TRUE) { char log[4096]; program->GetInfoLog(log, sizeof(log)); fprintf(stderr, "Shader linker failed: %s\n", log); } return program; }