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
+48 -18

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+15 -12
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@@ -40,59 +40,62 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Load both the vertex and fragment shaders from files /// \brief Load both the vertex and fragment shaders from files
/// ///
/// This function can load both the vertex and the fragment /// This function can load the vertex, the geometry and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load /// shaders, or only one or two of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader. /// the vertex shader, the geometry shader or the fragment shader.
/// The sources must be text files containing valid shaders /// The sources must be text files containing valid shaders
/// in GLSL language. GLSL is a C-like language dedicated to /// in GLSL language. GLSL is a C-like language dedicated to
/// OpenGL shaders; you'll probably need to read a good documentation /// OpenGL shaders; you'll probably need to read a good documentation
/// for it before writing your own shaders. /// for it before writing your own shaders.
/// ///
/// \param vertexShaderFilename Path of the vertex shader file to load, or NULL to skip this shader /// \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 /// \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 /// \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 /// \brief Load both the vertex and fragment shaders from source codes in memory
/// ///
/// This function can load both the vertex and the fragment /// This function can load the vertex, the geometry and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load /// shaders, or only one or two of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader. /// the vertex shader, the geometry shader or the fragment shader.
/// The sources must be valid shaders in GLSL language. GLSL is /// The sources must be valid shaders in GLSL language. GLSL is
/// a C-like language dedicated to OpenGL shaders; you'll /// a C-like language dedicated to OpenGL shaders; you'll
/// probably need to read a good documentation for it before /// probably need to read a good documentation for it before
/// writing your own shaders. /// writing your own shaders.
/// ///
/// \param vertexShader String containing the source code of the vertex shader, or NULL to skip this shader /// \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 /// \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 /// \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 /// \brief Load both the vertex and fragment shaders from custom streams
/// ///
/// This function can load both the vertex and the fragment /// This function can load the vertex, the geometry and the fragment
/// shaders, or only one of them: pass NULL if you don't want to load /// shaders, or only one or two of them: pass NULL if you don't want to load
/// either the vertex shader or the fragment shader. /// the vertex shader, the geometry shader or the fragment shader.
/// The source codes must be valid shaders in GLSL language. /// The source codes must be valid shaders in GLSL language.
/// GLSL is a C-like language dedicated to OpenGL shaders; /// GLSL is a C-like language dedicated to OpenGL shaders;
/// you'll probably need to read a good documentation for /// you'll probably need to read a good documentation for
/// it before writing your own shaders. /// it before writing your own shaders.
/// ///
/// \param vertexShaderStream Source stream to read the vertex shader from, or NULL to skip this shader /// \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 /// \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 /// \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 /// \brief Destroy an existing shader
+33 -6
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@@ -34,11 +34,13 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
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 success = false;
sfShader* shader = new sfShader; sfShader* shader = new sfShader;
if (vertexShaderFilename || fragmentShaderFilename) if (vertexShaderFilename || geometryShaderFilename || fragmentShaderFilename)
{
if (!geometryShaderFilename)
{ {
if (!vertexShaderFilename) if (!vertexShaderFilename)
{ {
@@ -56,6 +58,12 @@ sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char*
success = shader->This.loadFromFile(vertexShaderFilename, fragmentShaderFilename); success = shader->This.loadFromFile(vertexShaderFilename, fragmentShaderFilename);
} }
} }
else
{
// vertex + geometry + fragment shaders
success = shader->This.loadFromFile(vertexShaderFilename, geometryShaderFilename, fragmentShaderFilename);
}
}
if (!success) if (!success)
{ {
@@ -68,11 +76,13 @@ 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 success = false;
sfShader* shader = new sfShader; sfShader* shader = new sfShader;
if (vertexShader || fragmentShader) if (vertexShader || geometryShader || fragmentShader)
{
if (!geometryShader)
{ {
if (!vertexShader) if (!vertexShader)
{ {
@@ -90,6 +100,12 @@ sfShader* sfShader_createFromMemory(const char* vertexShader, const char* fragme
success = shader->This.loadFromMemory(vertexShader, fragmentShader); success = shader->This.loadFromMemory(vertexShader, fragmentShader);
} }
} }
else
{
// vertex + geometry + fragment shaders
success = shader->This.loadFromMemory(vertexShader, geometryShader, fragmentShader);
}
}
if (!success) if (!success)
{ {
@@ -102,11 +118,13 @@ 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 success = false;
sfShader* shader = new sfShader; sfShader* shader = new sfShader;
if (vertexShaderStream || fragmentShaderStream) if (vertexShaderStream || geometryShaderStream || fragmentShaderStream)
{
if (!geometryShaderStream)
{ {
if (!vertexShaderStream) if (!vertexShaderStream)
{ {
@@ -128,6 +146,15 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt
success = shader->This.loadFromStream(vertexStream, fragmentStream); success = shader->This.loadFromStream(vertexStream, fragmentStream);
} }
} }
else
{
// vertex + geometry + fragment shaders
CallbackStream vertexStream(vertexShaderStream);
CallbackStream geometryStream(geometryShaderStream);
CallbackStream fragmentStream(fragmentShaderStream);
success = shader->This.loadFromStream(vertexStream, geometryStream, fragmentStream);
}
}
if (!success) if (!success)
{ {