// Created on: 2013-09-20 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient) namespace { static volatile Standard_Integer THE_SHADER_OBJECT_COUNTER = 0; } // ======================================================================= // function : Graphic3d_ShaderObject // purpose : Creates a shader object from specified file // ======================================================================= Graphic3d_ShaderObject::Graphic3d_ShaderObject (const Graphic3d_TypeOfShaderObject theType) : myType (theType) { myID = TCollection_AsciiString ("Graphic3d_ShaderObject_") + TCollection_AsciiString (Standard_Atomic_Increment (&THE_SHADER_OBJECT_COUNTER)); } // ======================================================================= // function : CreatFromFile // purpose : Creates new shader object from specified file // ======================================================================= Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromFile (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& thePath) { Handle(Graphic3d_ShaderObject) aShader = new Graphic3d_ShaderObject (theType); aShader->myPath = thePath; OSD_File aFile (thePath); if (!aFile.Exists()) { return NULL; } aFile.Open (OSD_ReadOnly, OSD_Protection()); aFile.Read (aShader->mySource, (int)aFile.Size()); aFile.Close(); return aShader; } // ======================================================================= // function : CreatFromSource // purpose : Creates new shader object from specified source // ======================================================================= Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromSource (const Graphic3d_TypeOfShaderObject theType, const TCollection_AsciiString& theSource) { Handle(Graphic3d_ShaderObject) aShader = new Graphic3d_ShaderObject (theType); aShader->mySource = theSource; return aShader; } // ======================================================================= // function : ~Graphic3d_ShaderObject // purpose : Releases resources of shader object // ======================================================================= Graphic3d_ShaderObject::~Graphic3d_ShaderObject() { // } // ======================================================================= // function : IsDone // purpose : Checks if the shader object is valid or not // ======================================================================= Standard_Boolean Graphic3d_ShaderObject::IsDone() const { return !mySource.IsEmpty(); }