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shader.cpp
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shader.cpp
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#ifdef USE_GL
#include "file.h"
#include "shader.h"
Shader::Shader()
: _buf(0) {
_filter = GL_LINEAR;
_vsSource[0] = 0;
_fsSource[0] = 0;
}
Shader::~Shader() {
free(_buf);
}
static char *readFile(const char *path) {
File f;
if (!f.open(path, "r")) {
warning("Unable to open '%s'", path);
return 0;
}
const uint32_t len = f.size();
debug(DBG_INFO, "Shader '%s' size is %d bytes", path, len);
char *buf = (char *)malloc(len + 1);
if (buf) {
const uint32_t count = f.read(buf, len);
if (count != len) {
warning("Failed to read %d bytes (expected %d)", len, count);
free(buf);
return 0;
}
buf[count] = 0;
}
return buf;
}
static const char *defaultVertexShader = "void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; }";
void Shader::init(const char *path) {
_buf = readFile(path);
// extract the vertex and fragment shaders from xml
//
// https://gitorious.org/bsnes/pages/XmlShaderFormat
_vsSource[0] = defaultVertexShader;
_fsSource[0] = 0;
char *vs = 0;
char *fs = 0;
char *tok = strstr(_buf, "<vertex");
if (tok) {
char *end = strstr(tok, "<![CDATA[");
if (end) {
vs = end + 9;
}
}
tok = strstr(_buf, "<fragment");
if (tok) {
char *end = strstr(tok, "<![CDATA[");
if (end) {
fs = end + 9;
if (strstr(tok, "filter=\"nearest")) {
_filter = GL_NEAREST;
} else if (strstr(tok, "filter=\"linear")) {
_filter = GL_LINEAR;
}
}
}
if (vs) {
tok = strstr(vs, "]]>");
if (tok) {
*tok = 0;
}
_vsSource[0] = vs;
}
if (fs) {
tok = strstr(fs, "]]>");
if (tok) {
*tok = 0;
}
_fsSource[0] = fs;
} else {
warning("No fragment shader defined");
}
free(_buf);
_buf = 0;
}
#endif