Modified sfShader_createFromFile, sfShader_createFromMemory and sfShader_createFromStream functions to allow loading of all three vertex + geometry + fragment shaders

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DJMaster committed 2016-08-08 20:23:22 +02:00
1 parent da9cce8350
commit bf46c5386a
2 files changed
+80 -50

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+15 -12
View File
@@ -40,59 +40,62 @@
////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from files
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// This function can load the vertex, the geometry and the fragment
/// shaders, or only one or two of them: pass NULL if you don't want to load
/// the vertex shader, the geometry shader or the fragment shader.
/// The sources must be text files containing valid shaders
/// in GLSL language. GLSL is a C-like language dedicated to
/// OpenGL shaders; you'll probably need to read a good documentation
/// for it before writing your own shaders.
///
/// \param vertexShaderFilename Path of the vertex shader file to load, or NULL to skip this shader
/// \param geometryShaderFilename Path of the geometry shader file to load, or NULL to skip this shader
/// \param fragmentShaderFilename Path of the fragment shader file to load, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* fragmentShaderFilename);
CSFML_GRAPHICS_API sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename);
////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from source codes in memory
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// This function can load the vertex, the geometry and the fragment
/// shaders, or only one or two of them: pass NULL if you don't want to load
/// the vertex shader, the geometry shader or the fragment shader.
/// The sources must be valid shaders in GLSL language. GLSL is
/// a C-like language dedicated to OpenGL shaders; you'll
/// probably need to read a good documentation for it before
/// writing your own shaders.
///
/// \param vertexShader String containing the source code of the vertex shader, or NULL to skip this shader
/// \param geometryShader String containing the source code of the geometry shader, or NULL to skip this shader
/// \param fragmentShader String containing the source code of the fragment shader, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragmentShader);
CSFML_GRAPHICS_API sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader);
////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from custom streams
///
/// This function can load both the vertex and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader.
/// This function can load the vertex, the geometry and the fragment
/// shaders, or only one or two of them: pass NULL if you don't want to load
/// the vertex shader, the geometry shader or the fragment shader.
/// The source codes must be valid shaders in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for
/// it before writing your own shaders.
///
/// \param vertexShaderStream Source stream to read the vertex shader from, or NULL to skip this shader
/// \param geometryShaderStream Source stream to read the geometry shader from, or NULL to skip this shader
/// \param fragmentShaderStream Source stream to read the fragment shader from, or NULL to skip this shader
///
/// \return A new sfShader object, or NULL if it failed
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* fragmentShaderStream);
CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream);
////////////////////////////////////////////////////////////
/// \brief Destroy an existing shader
+65 -38
View File
@@ -34,26 +34,34 @@
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* fragmentShaderFilename)
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename)
{
bool success = false;
sfShader* shader = new sfShader;
if (vertexShaderFilename || fragmentShaderFilename)
if (vertexShaderFilename || geometryShaderFilename || fragmentShaderFilename)
{
if (!vertexShaderFilename)
if (!geometryShaderFilename)
{
// 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);
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);
}
}
else
{
// vertex + fragment shaders
success = shader->This.loadFromFile(vertexShaderFilename, fragmentShaderFilename);
// vertex + geometry + fragment shaders
success = shader->This.loadFromFile(vertexShaderFilename, geometryShaderFilename, fragmentShaderFilename);
}
}
@@ -68,26 +76,34 @@ 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;
sfShader* shader = new sfShader;
if (vertexShader || fragmentShader)
if (vertexShader || geometryShader || fragmentShader)
{
if (!vertexShader)
if (!geometryShader)
{
// 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);
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);
}
}
else
{
// vertex + fragment shaders
success = shader->This.loadFromMemory(vertexShader, fragmentShader);
// vertex + geometry + fragment shaders
success = shader->This.loadFromMemory(vertexShader, geometryShader, fragmentShader);
}
}
@@ -102,30 +118,41 @@ 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;
sfShader* shader = new sfShader;
if (vertexShaderStream || fragmentShaderStream)
if (vertexShaderStream || geometryShaderStream || fragmentShaderStream)
{
if (!vertexShaderStream)
if (!geometryShaderStream)
{
// 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);
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);
}
}
else
{
// vertex + fragment shaders
// vertex + geometry + fragment shaders
CallbackStream vertexStream(vertexShaderStream);
CallbackStream geometryStream(geometryShaderStream);
CallbackStream fragmentStream(fragmentShaderStream);
success = shader->This.loadFromStream(vertexStream, fragmentStream);
success = shader->This.loadFromStream(vertexStream, geometryStream, fragmentStream);
}
}