PolyGLSLShaderModule.cpp 20 KB

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  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #ifdef _WINDOWS
  20. #include <windows.h>
  21. #endif
  22. #include "PolyGLHeaders.h"
  23. #include "PolyGLSLShaderModule.h"
  24. #include "PolyCoreServices.h"
  25. #include "PolyCore.h"
  26. #include "PolyResourceManager.h"
  27. #include "PolyRenderer.h"
  28. #include "PolyGLSLProgram.h"
  29. #include "PolyGLSLShader.h"
  30. #include "PolyGLCubemap.h"
  31. #include "PolyMaterial.h"
  32. #include "PolyGLTexture.h"
  33. #include "tinyxml.h"
  34. using std::vector;
  35. using namespace Polycode;
  36. #if defined(_WINDOWS) && !defined(_MINGW)
  37. PFNGLUSEPROGRAMPROC glUseProgram;
  38. PFNGLUNIFORM1IPROC glUniform1i;
  39. PFNGLUNIFORM1FPROC glUniform1f;
  40. PFNGLUNIFORM2FPROC glUniform2f;
  41. PFNGLUNIFORM3FPROC glUniform3f;
  42. PFNGLUNIFORM4FPROC glUniform4f;
  43. extern PFNGLACTIVETEXTUREPROC glActiveTexture;
  44. PFNGLCREATESHADERPROC glCreateShader;
  45. PFNGLSHADERSOURCEPROC glShaderSource;
  46. PFNGLCOMPILESHADERPROC glCompileShader;
  47. PFNGLCREATEPROGRAMPROC glCreateProgram;
  48. PFNGLATTACHSHADERPROC glAttachShader;
  49. PFNGLLINKPROGRAMPROC glLinkProgram;
  50. PFNGLDETACHSHADERPROC glDetachShader;
  51. PFNGLDELETESHADERPROC glDeleteShader;
  52. PFNGLDELETEPROGRAMPROC glDeleteProgram;
  53. PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
  54. PFNGLGETSHADERIVPROC glGetShaderiv;
  55. PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
  56. PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
  57. #endif
  58. GLSLShaderModule::GLSLShaderModule() : PolycodeShaderModule() {
  59. #ifdef _WINDOWS
  60. glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
  61. glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
  62. glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
  63. glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
  64. glUniform3f = (PFNGLUNIFORM3FPROC)wglGetProcAddress("glUniform3f");
  65. glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
  66. glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
  67. glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
  68. glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
  69. glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
  70. glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
  71. glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
  72. glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
  73. glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
  74. glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
  75. glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
  76. glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
  77. #ifndef _MINGW
  78. glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONARBPROC)wglGetProcAddress("glGetUniformLocation");
  79. glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
  80. #endif
  81. #endif
  82. }
  83. GLSLShaderModule::~GLSLShaderModule() {
  84. }
  85. bool GLSLShaderModule::acceptsExtension(const String& extension) {
  86. if(extension == "vert" || extension == "frag") {
  87. return true;
  88. } else {
  89. return false;
  90. }
  91. }
  92. String GLSLShaderModule::getShaderType() {
  93. return "glsl";
  94. }
  95. Shader *GLSLShaderModule::createShader(ResourcePool *resourcePool, String name, String vpName, String fpName) {
  96. GLSLShader *retShader = NULL;
  97. GLSLProgram *vp = NULL;
  98. GLSLProgram *fp = NULL;
  99. vp = (GLSLProgram*)resourcePool->getResourceByPath(vpName);
  100. fp = (GLSLProgram*)resourcePool->getResourceByPath(fpName);
  101. if(vp != NULL && fp != NULL) {
  102. GLSLShader *shader = new GLSLShader(vp,fp);
  103. shader->setName(name);
  104. retShader = shader;
  105. shaders.push_back((Shader*)shader);
  106. }
  107. return retShader;
  108. }
  109. Shader *GLSLShaderModule::createShader(ResourcePool *resourcePool, TiXmlNode *node) {
  110. TiXmlNode* pChild;
  111. GLSLProgram *vp = NULL;
  112. GLSLProgram *fp = NULL;
  113. GLSLShader *retShader = NULL;
  114. TiXmlElement *nodeElement = node->ToElement();
  115. if (!nodeElement) return NULL; // Skip comment nodes
  116. for (pChild = node->FirstChild(); pChild != 0; pChild = pChild->NextSibling()) {
  117. TiXmlElement *pChildElement = pChild->ToElement();
  118. if (!pChildElement) continue; // Skip comment nodes
  119. if(strcmp(pChild->Value(), "vp") == 0) {
  120. String vpFileName = String(pChildElement->Attribute("source"));
  121. vp = (GLSLProgram*)resourcePool->getResourceByPath(vpFileName);
  122. if(!vp) {
  123. vp = (GLSLProgram*)CoreServices::getInstance()->getMaterialManager()->createProgramFromFile(vpFileName);
  124. if(vp) {
  125. vp->setResourcePath(vpFileName);
  126. OSFileEntry entry = OSFileEntry(vpFileName, OSFileEntry::TYPE_FILE);
  127. vp->setResourceName(entry.name);
  128. resourcePool->addResource(vp);
  129. }
  130. }
  131. }
  132. if(strcmp(pChild->Value(), "fp") == 0) {
  133. String fpFileName = String(pChildElement->Attribute("source"));
  134. fp = (GLSLProgram*)resourcePool->getResourceByPath(fpFileName);
  135. if(!fp) {
  136. fp = (GLSLProgram*)CoreServices::getInstance()->getMaterialManager()->createProgramFromFile(fpFileName);
  137. if(fp) {
  138. fp->setResourcePath(fpFileName);
  139. OSFileEntry entry = OSFileEntry(fpFileName, OSFileEntry::TYPE_FILE);
  140. fp->setResourceName(entry.name);
  141. resourcePool->addResource(fp);
  142. }
  143. }
  144. }
  145. }
  146. if(vp != NULL && fp != NULL) {
  147. GLSLShader *cgShader = new GLSLShader(vp,fp);
  148. cgShader->setName(String(nodeElement->Attribute("name")));
  149. retShader = cgShader;
  150. shaders.push_back((Shader*)cgShader);
  151. }
  152. return retShader;
  153. }
  154. void GLSLShaderModule::clearShader() {
  155. glUseProgram(0);
  156. }
  157. void setUniformMatrix(GLint paramLocation, const Polycode::Matrix4& matrix) {
  158. #ifdef POLYCODE_NUMBER_IS_SINGLE
  159. glUniformMatrix4fv(paramLocation, 1, false, matrix.ml);
  160. #else
  161. // no glUniformMatrix4dv on some systems
  162. float copyMatrix[16];
  163. for(int i=0; i < 16; i++) {
  164. copyMatrix[i] = matrix.ml[i];
  165. }
  166. glUniformMatrix4fv(paramLocation, 1, false, copyMatrix);
  167. #endif
  168. }
  169. void GLSLShaderModule::updateGLSLParam(Renderer *renderer, GLSLShader *glslShader, ProgramParam &param, ShaderBinding *materialOptions, ShaderBinding *localOptions) {
  170. LocalShaderParam *localParam = NULL;
  171. localParam = materialOptions->getLocalParamByName(param.name);
  172. // local options override material options.
  173. LocalShaderParam *localOptionsParam = localOptions->getLocalParamByName(param.name);
  174. if(localOptionsParam) {
  175. localParam = localOptionsParam;
  176. }
  177. int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str());
  178. switch(param.type) {
  179. case ProgramParam::PARAM_NUMBER:
  180. if(localParam) {
  181. glUniform1f(paramLocation, localParam->getNumber());
  182. } else {
  183. glUniform1f(paramLocation, 0.0f);
  184. }
  185. break;
  186. case ProgramParam::PARAM_VECTOR2:
  187. if(localParam) {
  188. Vector2 vec2 = localParam->getVector2();
  189. glUniform2f(paramLocation, vec2.x, vec2.y);
  190. } else {
  191. glUniform2f(paramLocation, 0.0f, 0.0f);
  192. }
  193. break;
  194. case ProgramParam::PARAM_VECTOR3:
  195. if(localParam) {
  196. Vector3 vec3 = localParam->getVector3();
  197. glUniform3f(paramLocation, vec3.x, vec3.y, vec3.z);
  198. } else {
  199. glUniform3f(paramLocation, 0.0f, 0.0f, 0.0f);
  200. }
  201. break;
  202. case ProgramParam::PARAM_COLOR:
  203. if(localParam) {
  204. Color color = localParam->getColor();
  205. glUniform4f(paramLocation, color.r, color.g, color.b, color.a);
  206. } else {
  207. glUniform4f(paramLocation, 0.0f, 0.0f, 0.0f, 0.0f);
  208. }
  209. break;
  210. case ProgramParam::PARAM_MATRIX:
  211. if(localParam) {
  212. if(localParam->arraySize > 0) {
  213. Matrix4 *matPointer = (Matrix4*)localParam->data;
  214. std::vector<float> matrixData;
  215. for(int i=0; i < localParam->arraySize; i++) {
  216. for(int j=0; j < 16; j++) {
  217. matrixData.push_back(matPointer[i].ml[j]);
  218. }
  219. }
  220. glUniformMatrix4fv(paramLocation, localParam->arraySize, false, &matrixData[0]);
  221. } else {
  222. setUniformMatrix(paramLocation, localParam->getMatrix4());
  223. }
  224. } else {
  225. Matrix4 defaultMatrix;
  226. setUniformMatrix(paramLocation, defaultMatrix);
  227. }
  228. break;
  229. }
  230. }
  231. bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) {
  232. GLSLShader *glslShader = (GLSLShader*)material->getShader(shaderIndex);
  233. glPushMatrix();
  234. glLoadIdentity();
  235. int numRendererPointLights = renderer->getNumPointLights();
  236. int numRendererSpotLights = renderer->getNumSpotLights();
  237. int numTotalLights = glslShader->numPointLights + glslShader->numSpotLights;
  238. for(int i=0 ; i < numTotalLights; i++) {
  239. GLfloat resetData[] = {0.0, 0.0, 0.0, 0.0};
  240. glLightfv (GL_LIGHT0+i, GL_DIFFUSE, resetData);
  241. glLightfv (GL_LIGHT0+i, GL_SPECULAR, resetData);
  242. glLightfv (GL_LIGHT0+i, GL_AMBIENT, resetData);
  243. glLightfv (GL_LIGHT0+i, GL_POSITION, resetData);
  244. glLightf (GL_LIGHT0+i, GL_SPOT_CUTOFF, 180);
  245. glLightf (GL_LIGHT0+i, GL_CONSTANT_ATTENUATION,1.0);
  246. glLightf (GL_LIGHT0+i, GL_LINEAR_ATTENUATION,0.0);
  247. glLightf (GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 0.0);
  248. }
  249. int lightIndex = 0;
  250. vector<LightInfo> pointLights = renderer->getPointLights();
  251. GLfloat ambientVal[] = {1, 1, 1, 1.0};
  252. for(int i=0; i < glslShader->numPointLights; i++) {
  253. LightInfo light;
  254. if(i < numRendererPointLights) {
  255. light = pointLights[i];
  256. light.position = renderer->getCameraMatrix().Inverse() * light.position;
  257. ambientVal[0] = renderer->ambientColor.r;
  258. ambientVal[1] = renderer->ambientColor.g;
  259. ambientVal[2] = renderer->ambientColor.b;
  260. ambientVal[3] = 1;
  261. GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0};
  262. glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4);
  263. data4[0] = light.specularColor.r* light.intensity;
  264. data4[1] = light.specularColor.g* light.intensity;
  265. data4[2] = light.specularColor.b* light.intensity;
  266. data4[3] = light.specularColor.a* light.intensity;
  267. glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4);
  268. data4[3] = 1.0;
  269. glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal);
  270. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, 180);
  271. data4[0] = light.position.x;
  272. data4[1] = light.position.y;
  273. data4[2] = light.position.z;
  274. glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4);
  275. glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
  276. glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation);
  277. glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
  278. lightIndex++;
  279. }
  280. }
  281. vector<LightInfo> spotLights = renderer->getSpotLights();
  282. // vector<Texture*> shadowMapTextures = renderer->getShadowMapTextures();
  283. char texName[32];
  284. char matName[32];
  285. int shadowMapTextureIndex = 0;
  286. glUseProgram(glslShader->shader_id);
  287. int textureIndex = 0;
  288. for(int i=0; i < glslShader->numSpotLights; i++) {
  289. LightInfo light;
  290. Vector3 pos;
  291. Vector3 dir;
  292. if(i < numRendererSpotLights) {
  293. light = spotLights[i];
  294. pos = light.position;
  295. dir = light.dir;
  296. pos = renderer->getCameraMatrix().Inverse() * pos;
  297. dir = renderer->getCameraMatrix().Inverse().rotateVector(dir);
  298. ambientVal[0] = renderer->ambientColor.r;
  299. ambientVal[1] = renderer->ambientColor.g;
  300. ambientVal[2] = renderer->ambientColor.b;
  301. ambientVal[3] = 1;
  302. GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0};
  303. glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4);
  304. data4[0] = light.specularColor.r* light.intensity;
  305. data4[1] = light.specularColor.g* light.intensity;
  306. data4[2] = light.specularColor.b* light.intensity;
  307. data4[3] = light.specularColor.a* light.intensity;
  308. glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4);
  309. data4[3] = 1.0;
  310. glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal);
  311. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, light.spotlightCutoff);
  312. glLightf (GL_LIGHT0+lightIndex, GL_SPOT_EXPONENT, light.spotlightExponent);
  313. data4[0] = dir.x;
  314. data4[1] = dir.y;
  315. data4[2] = dir.z;
  316. glLightfv (GL_LIGHT0+lightIndex, GL_SPOT_DIRECTION, data4);
  317. data4[0] = pos.x;
  318. data4[1] = pos.y;
  319. data4[2] = pos.z;
  320. glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4);
  321. glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation);
  322. glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation);
  323. glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation);
  324. Number shadowAmount = 0.0;
  325. if(light.shadowsEnabled) {
  326. if(shadowMapTextureIndex < 4) {
  327. switch(shadowMapTextureIndex) {
  328. case 0:
  329. strcpy(texName, "shadowMap0");
  330. strcpy(matName, "shadowMatrix0");
  331. break;
  332. case 1:
  333. strcpy(texName, "shadowMap1");
  334. strcpy(matName, "shadowMatrix1");
  335. break;
  336. case 2:
  337. strcpy(texName, "shadowMap2");
  338. strcpy(matName, "shadowMatrix2");
  339. break;
  340. case 3:
  341. strcpy(texName, "shadowMap3");
  342. strcpy(matName, "shadowMatrix3");
  343. break;
  344. }
  345. int texture_location = glGetUniformLocation(glslShader->shader_id, texName);
  346. glUniform1i(texture_location, textureIndex);
  347. glActiveTexture(GL_TEXTURE0 + textureIndex);
  348. glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)light.shadowMapTexture)->getTextureID());
  349. textureIndex++;
  350. LocalShaderParam *matParam = material->getShaderBinding(shaderIndex)->getLocalParamByName(matName);
  351. if(matParam) {
  352. matParam->setMatrix4(light.textureMatrix);
  353. }
  354. shadowAmount = 1.0;
  355. }
  356. shadowMapTextureIndex++;
  357. }
  358. LocalShaderParam *amountParam = material->getShaderBinding(shaderIndex)->getLocalParamByName("shadowAmount");
  359. if(amountParam) {
  360. amountParam->setNumber(shadowAmount);
  361. }
  362. lightIndex++;
  363. }
  364. }
  365. glPopMatrix();
  366. glEnable(GL_TEXTURE_2D);
  367. Matrix4 modelMatrix = renderer->getModelviewMatrix() * renderer->getCameraMatrix();
  368. LocalShaderParam *modelMatrixParam = material->getShaderBinding(shaderIndex)->getLocalParamByName("modelMatrix");
  369. if(modelMatrixParam) {
  370. modelMatrixParam->setMatrix4(modelMatrix);
  371. }
  372. ShaderBinding *cgBinding = material->getShaderBinding(shaderIndex);
  373. for(int i=0; i < glslShader->expectedParams.size(); i++) {
  374. ProgramParam param = glslShader->expectedParams[i];
  375. updateGLSLParam(renderer, glslShader, param, material->getShaderBinding(shaderIndex), localOptions);
  376. }
  377. for(int i=0; i < cgBinding->textures.size(); i++) {
  378. if(!localOptions->getTexture(cgBinding->textures[i].name)) {
  379. OpenGLTexture *glTexture = (OpenGLTexture*)cgBinding->textures[i].texture;
  380. if(glTexture) {
  381. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str());
  382. glUniform1i(texture_location, textureIndex);
  383. glActiveTexture(GL_TEXTURE0 + textureIndex);
  384. glBindTexture(GL_TEXTURE_2D, glTexture->getTextureID());
  385. textureIndex++;
  386. }
  387. }
  388. }
  389. for(int i=0; i < cgBinding->cubemaps.size(); i++) {
  390. if(!localOptions->getCubemap(cgBinding->cubemaps[i].name)) {
  391. OpenGLCubemap *glCubemap = (OpenGLCubemap*)cgBinding->cubemaps[i].cubemap;
  392. if(glCubemap) {
  393. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->cubemaps[i].name.c_str());
  394. glUniform1i(texture_location, textureIndex);
  395. glActiveTexture(GL_TEXTURE0 + textureIndex);
  396. glBindTexture(GL_TEXTURE_CUBE_MAP, glCubemap->getTextureID());
  397. textureIndex++;
  398. }
  399. }
  400. }
  401. for(int i=0; i < localOptions->textures.size(); i++) {
  402. OpenGLTexture *glTexture = (OpenGLTexture*)localOptions->textures[i].texture;
  403. if(glTexture) {
  404. int texture_location = glGetUniformLocation(glslShader->shader_id, localOptions->textures[i].name.c_str());
  405. glUniform1i(texture_location, textureIndex);
  406. glActiveTexture(GL_TEXTURE0 + textureIndex);
  407. glBindTexture(GL_TEXTURE_2D, glTexture->getTextureID());
  408. textureIndex++;
  409. }
  410. }
  411. for(int i=0; i < localOptions->cubemaps.size(); i++) {
  412. OpenGLCubemap *glCubemap = (OpenGLCubemap*)localOptions->cubemaps[i].cubemap;
  413. if(glCubemap) {
  414. int texture_location = glGetUniformLocation(glslShader->shader_id, localOptions->cubemaps[i].name.c_str());
  415. glUniform1i(texture_location, textureIndex);
  416. glActiveTexture(GL_TEXTURE0 + textureIndex);
  417. glBindTexture(GL_TEXTURE_CUBE_MAP, glCubemap->getTextureID());
  418. textureIndex++;
  419. }
  420. }
  421. return true;
  422. }
  423. void GLSLShaderModule::reloadPrograms() {
  424. for(int i=0; i < programs.size(); i++) {
  425. GLSLProgram *program = programs[i];
  426. program->reloadProgram();
  427. }
  428. }
  429. GLSLProgram *GLSLShaderModule::createGLSLProgram(const String& fileName, int type) {
  430. GLSLProgram *prog = new GLSLProgram(fileName, type);
  431. programs.push_back(prog);
  432. return prog;
  433. }
  434. ShaderProgram* GLSLShaderModule::createProgramFromFile(const String& extension, const String& fullPath) {
  435. if(extension == "vert") {
  436. Logger::log("Adding GLSL vertex program %s\n", fullPath.c_str());
  437. return createGLSLProgram(fullPath, GLSLProgram::TYPE_VERT);
  438. }
  439. if(extension == "frag") {
  440. Logger::log("Adding GLSL fragment program %s\n", fullPath.c_str());
  441. return createGLSLProgram(fullPath, GLSLProgram::TYPE_FRAG);
  442. }
  443. return NULL;
  444. }