| 212 | } |
| 213 | |
| 214 | void OpenGL::set_shader(const char *source_yaml_filename) { |
| 215 | if(!shader_support) return; |
| 216 | |
| 217 | if(fragmentshader) { |
| 218 | glDetachShader(glprogram, fragmentshader); |
| 219 | glDeleteShader(fragmentshader); |
| 220 | fragmentshader = 0; |
| 221 | } |
| 222 | |
| 223 | if(vertexshader) { |
| 224 | glDetachShader(glprogram, vertexshader); |
| 225 | glDeleteShader(vertexshader); |
| 226 | vertexshader = 0; |
| 227 | } |
| 228 | |
| 229 | if(source_yaml_filename && strlen(source_yaml_filename)) { |
| 230 | YAML::Node document = YAML::LoadFile(source_yaml_filename); |
| 231 | |
| 232 | bool is_glsl; |
| 233 | std::string language = document["language"].as<std::string>(); |
| 234 | is_glsl = (language == "GLSL"); |
| 235 | |
| 236 | |
| 237 | linear = document["linear"].as<bool>(false); // some shaders want texture linear interpolation and some don't |
| 238 | std::string fragment_source = document["fragment"].as<std::string>(""); |
| 239 | std::string vertex_source = document["vertex"].as<std::string>(""); |
| 240 | |
| 241 | if(is_glsl) { |
| 242 | if(fragment_source != "") set_fragment_shader(fragment_source.c_str()); |
| 243 | if(vertex_source != "") set_vertex_shader(vertex_source.c_str()); |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | glLinkProgram(glprogram); |
| 248 | } |
| 249 | |
| 250 | void OpenGL::set_fragment_shader(const char *source) { |
| 251 | fragmentshader = glCreateShader(GL_FRAGMENT_SHADER); |