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Diffstat (limited to 'src/libjin/Graphics/Shader')
-rw-r--r--src/libjin/Graphics/Shader/je_jsl_compiler.cpp11
-rw-r--r--src/libjin/Graphics/Shader/je_jsl_compiler.h27
-rw-r--r--src/libjin/Graphics/Shader/je_shader.cpp12
3 files changed, 46 insertions, 4 deletions
diff --git a/src/libjin/Graphics/Shader/je_jsl_compiler.cpp b/src/libjin/Graphics/Shader/je_jsl_compiler.cpp
new file mode 100644
index 0000000..490caea
--- /dev/null
+++ b/src/libjin/Graphics/Shader/je_jsl_compiler.cpp
@@ -0,0 +1,11 @@
+#include "je_jsl_compiler.h"
+
+namespace JinEngine
+{
+ namespace Graphics
+ {
+
+
+
+ } // namespace Graphics
+} // namespace JinEngine \ No newline at end of file
diff --git a/src/libjin/Graphics/Shader/je_jsl_compiler.h b/src/libjin/Graphics/Shader/je_jsl_compiler.h
new file mode 100644
index 0000000..b530466
--- /dev/null
+++ b/src/libjin/Graphics/Shader/je_jsl_compiler.h
@@ -0,0 +1,27 @@
+#ifndef __JE_JSL_COMPILER_H
+#define __JE_JSL_COMPILER_H
+
+#include "../../common/je_singleton.hpp"
+
+namespace JinEngine
+{
+ namespace Graphics
+ {
+
+ ///
+ /// Compile JSL into GLSL.
+ ///
+ class JSLCompiler : public Singleton<JSLCompiler>
+ {
+ public:
+
+
+ private:
+ singleton(JSLCompiler);
+
+ };
+
+ }
+}
+
+#endif \ No newline at end of file
diff --git a/src/libjin/Graphics/Shader/je_shader.cpp b/src/libjin/Graphics/Shader/je_shader.cpp
index 19485b9..6066864 100644
--- a/src/libjin/Graphics/Shader/je_shader.cpp
+++ b/src/libjin/Graphics/Shader/je_shader.cpp
@@ -77,6 +77,8 @@ namespace JinEngine
{
if (CurrentShader == this)
unuse();
+ // delete shader program
+ glDeleteShader(mPID);
}
bool Shader::compile(const string& program)
@@ -96,21 +98,23 @@ namespace JinEngine
int start = loc_VERTEX_SHADER + strlen("#VERTEX_SHADER");
string vertex_shader = program.substr(start, loc_END_VERTEX_SHADER - start);
Buffer vbuffer = Buffer(vertex_shader.length() + BASE_VERTEX_SHADER_SIZE);
- formatVertexShader((char*)vbuffer.data, vertex_shader.c_str());
+ formatVertexShader((char*)&vbuffer, vertex_shader.c_str());
start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER");
string fragment_shader = program.substr(start, loc_END_FRAGMENT_SHADER - start);
Buffer fbuffer = Buffer(fragment_shader.length() + BASE_FRAGMENT_SHADER_SIZE);
- formatFragmentShader((char*)fbuffer.data, fragment_shader.c_str());
+ formatFragmentShader((char*)&fbuffer, fragment_shader.c_str());
// compile
GLint success;
GLuint vshader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vshader, 1, (const GLchar**)&vbuffer.data, NULL);
+ const byte* _data = &vbuffer;
+ glShaderSource(vshader, 1, (const GLchar**)&_data, NULL);
glCompileShader(vshader);
glGetShaderiv(vshader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
return false;
GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fshader, 1, (const GLchar**)&fbuffer.data, NULL);
+ _data = &fbuffer;
+ glShaderSource(fshader, 1, (const GLchar**)&_data, NULL);
glCompileShader(fshader);
glGetShaderiv(fshader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)