//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2013 Ceetron AS // // This library may be used under the terms of either the GNU General Public License or // the GNU Lesser General Public License as follows: // // GNU General Public License Usage // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU General Public License at <> // for more details. // // GNU Lesser General Public License Usage // This library is free software; you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU Lesser General Public License at <> // for more details. // //################################################################################################## #include "cvfBase.h" #include "cvfShaderSourceProvider.h" #include "cvfShaderProgram.h" #include #include #include namespace cvf { //================================================================================================== /// /// \class cvf::ShaderSourceProvider /// \ingroup Render /// /// /// //================================================================================================== //-------------------------------------------------------------------------------------------------- /// Private constructor //-------------------------------------------------------------------------------------------------- ShaderSourceProvider::ShaderSourceProvider() { m_sourceRepository = new ShaderSourceRepository; } //-------------------------------------------------------------------------------------------------- /// Private destructor //-------------------------------------------------------------------------------------------------- ShaderSourceProvider::~ShaderSourceProvider() { } //-------------------------------------------------------------------------------------------------- /// Get a pointer to the singleton instance. //-------------------------------------------------------------------------------------------------- ShaderSourceProvider* ShaderSourceProvider::instance() { static ref staticInstance = new ShaderSourceProvider; return staticInstance.p(); } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- String ShaderSourceProvider::getSourceFromRepository(ShaderSourceRepository::ShaderIdent shaderIdent) { CVF_ASSERT(m_sourceRepository.notNull()); return m_sourceRepository->shaderSource(shaderIdent); } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- String ShaderSourceProvider::getSourceFromFile(String shaderName) { const String fileName = shaderName + ".glsl"; size_t i; for (i = 0; i < m_searchDirectories.size(); i++) { String fullPath = m_searchDirectories[i] + fileName; CharArray fileContents; if (loadFile(fullPath, &fileContents)) { return String(fileContents.ptr()); } } return ""; } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- void ShaderSourceProvider::setSourceRepository(ShaderSourceRepository* repository) { m_sourceRepository = repository; } //-------------------------------------------------------------------------------------------------- /// Add directory to list of search directories /// /// \param directory Directory with trailing slash //-------------------------------------------------------------------------------------------------- void ShaderSourceProvider::addFileSearchDirectory(String directory) { m_searchDirectories.push_back(directory); } //-------------------------------------------------------------------------------------------------- /// //-------------------------------------------------------------------------------------------------- bool ShaderSourceProvider::loadFile(const String& fullFileName, CharArray* fileContents) { #ifdef WIN32 std::ifstream file(fullFileName.c_str()); #else std::ifstream file(fullFileName.toUtf8().ptr()); #endif if (!file.is_open()) { return false; } std::string line; while (file.good()) { getline(file, line); size_t c; for (c = 0; c < line.length(); c++) { fileContents->push_back(line[c]); } fileContents->push_back('\n'); } file.close(); return true; } } // namespace cvf