📄 readerwriterglsl.cpp
字号:
#include <osg/Shader>#include <osg/Notify>#include <osg/GL>#include <osgDB/Registry>#include <osgDB/FileNameUtils>#include <osgDB/FileUtils>#include <osgDB/fstream>class ReaderWriterGLSL : public osgDB::ReaderWriter{ public: ReaderWriterGLSL() { supportsExtension("gl","OpenGL Shader Language format"); supportsExtension("frag","OpenGL Shader Language format"); supportsExtension("vert","OpenGL Shader Language format"); supportsExtension("glsl","OpenGL Shader Language format"); } virtual const char* className() const { return "GLSL Shader Reader"; } virtual ReadResult readShader(std::istream& fin,const Options* options) const { // read source fin.seekg(0, std::ios::end); int length = fin.tellg(); char *text = new char[length + 1]; fin.seekg(0, std::ios::beg); fin.read(text, length); text[length] = '\0'; // create shader osg::Shader* shader = new osg::Shader(); shader->setShaderSource( text ); // check options which can define the type of the shader program if (options) { if (options->getOptionString().find("fragment")!=std::string::npos) shader->setType(osg::Shader::FRAGMENT); if (options->getOptionString().find("vertex")!=std::string::npos) shader->setType(osg::Shader::VERTEX); if (options->getOptionString().find("geometry")!=std::string::npos) shader->setType(osg::Shader::GEOMETRY); } // cleanup delete [] text; // return valid shader return shader; } virtual ReadResult readShader(const std::string& file, const osgDB::ReaderWriter::Options* options) const { std::string ext = osgDB::getLowerCaseFileExtension(file); if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED; std::string fileName = osgDB::findDataFile( file, options ); if (fileName.empty()) return ReadResult::FILE_NOT_FOUND; osgDB::ifstream istream(fileName.c_str(), std::ios::in | std::ios::binary); if(!istream) return ReadResult::FILE_NOT_HANDLED; ReadResult rr = readShader(istream, options); if(rr.validShader()) rr.getShader()->setFileName(file); return rr; } virtual WriteResult writeShader(const osg::Shader& shader,std::ostream& fout,const Options* = NULL) const { // get shader source std::string source = shader.getShaderSource(); // write source to file fout << source; // return all things went fine return WriteResult::FILE_SAVED; } virtual WriteResult writeShader(const osg::Shader &shader,const std::string& fileName, const osgDB::ReaderWriter::Options*) const { std::string ext = osgDB::getFileExtension(fileName); if (!acceptsExtension(ext)) return WriteResult::FILE_NOT_HANDLED; osgDB::ofstream fout(fileName.c_str(), std::ios::out | std::ios::binary); if(!fout) return WriteResult::ERROR_IN_WRITING_FILE; return writeShader(shader, fout); }};// now register with Registry to instantiate the above// reader/writer.REGISTER_OSGPLUGIN(glsl, ReaderWriterGLSL)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -