shader_system.cpp

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00001 /***************************************************************************
00002  *   Copyright (C) 2009 by Kutumov Alexey                                  *
00003  *   ru.pixel@gmail.com                                                    *
00004  *                                                                         *
00005  *   This program is free software; you can redistribute it and/or modify  *
00006  *   it under the terms of the GNU General Public License as published by  *
00007  *   the Free Software Foundation; either version 2 of the License, or     *
00008  *   (at your option) any later version.                                   *
00009  *                                                                         *
00010  *   This program is distributed in the hope that it will be useful,       *
00011  *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00012  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00013  *   GNU General Public License for more details.                          *
00014  *                                                                         *
00015  *   You should have received a copy of the GNU General Public License     *
00016  *   along with this program; if not, write to the                         *
00017  *   Free Software Foundation, Inc.,                                       *
00018  *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
00019  ***************************************************************************/
00020 
00033 #include "gpucalc/shader_system.h"
00034 
00035 #include "gpucalc/shader.h"
00036 #include "gpucalc/log_manager.h"
00037 
00038 namespace gpucalc
00039 {
00040     ShaderSystem::ShaderSystem(const std::string & ShaderSystemName): Object(_ShaderSystemClassName, ShaderSystemName)
00041     {
00042     }
00043 
00044     ShaderSystem::~ShaderSystem()
00045     {
00046     }
00047 
00048     bool ShaderSystem::preCompile(const std::string & ShaderName, const std::string & ShaderSource, const std::string & Parameters)
00049     {
00050         try
00051         {
00052             Shader * sh = create(ShaderName);
00053             sh->setSource(ShaderSource);
00054             sh->compile(Parameters);
00055             return true;
00056         }
00057         catch(const Exception & e)
00058         {
00059             LogManager::getSingleton().logMessage(this, "Precompilation failed, see log for details.", LML_Critical);
00060             return false;
00061         }
00062     }
00063 }

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