Added geometry shader support.

This commit is contained in:
Alec Iverson committed 2016-08-12 14:02:18 -07:00
1 parent 826ebac51a
commit 36430b11c7
2 files changed
+79 -77

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+60 -61
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@@ -34,30 +34,30 @@
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* fragmentShaderFilename)
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename)
{
bool success = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
if (vertexShaderFilename || fragmentShaderFilename)
if (vertexShaderFilename)
{
if (!vertexShaderFilename)
{
// fragment shader only
success = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
else if (!fragmentShaderFilename)
{
// vertex shader only
success = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
else
{
// vertex + fragment shaders
success = shader->This.loadFromFile(vertexShaderFilename, fragmentShaderFilename);
}
vertexSuccess = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
if (!success)
if (geometryShaderFilename)
{
geometrySuccess = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
}
if (fragmentShaderFilename)
{
fragmentSuccess = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
@@ -68,30 +68,30 @@ sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char*
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragmentShader)
sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader)
{
bool success = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
if (vertexShader || fragmentShader)
if (vertexShader)
{
if (!vertexShader)
{
// fragment shader only
success = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
else if (!fragmentShader)
{
// vertex shader only
success = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
else
{
// vertex + fragment shaders
success = shader->This.loadFromMemory(vertexShader, fragmentShader);
}
vertexSuccess = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
if (!success)
if (geometryShader)
{
geometrySuccess = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
}
if (fragmentShader)
{
fragmentSuccess = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
@@ -102,34 +102,33 @@ sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragme
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* fragmentShaderStream)
sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream)
{
bool success = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
if (vertexShaderStream || fragmentShaderStream)
if (vertexShaderStream)
{
if (!vertexShaderStream)
{
// fragment shader only
CallbackStream stream(fragmentShaderStream);
success = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
else if (!fragmentShaderStream)
{
// vertex shader only
CallbackStream stream(vertexShaderStream);
success = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
else
{
// vertex + fragment shaders
CallbackStream vertexStream(vertexShaderStream);
CallbackStream fragmentStream(fragmentShaderStream);
success = shader->This.loadFromStream(vertexStream, fragmentStream);
}
CallbackStream stream(vertexShaderStream);
vertexSuccess = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
if (!success)
if (geometryShaderStream)
{
CallbackStream stream(geometryShaderStream);
geometrySuccess = shader->This.loadFromStream(stream, sf::Shader::Geometry);
}
if (fragmentShaderStream)
{
CallbackStream stream(fragmentShaderStream);
fragmentSuccess = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;