//- // ========================================================================== // Copyright (C) 2005 ATI Technologies Inc. All rights reserved. // // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ #include "Shader.h" #include "glslFXShader.h" #include "hlslFXShader.h" std::string shader::sError; // // ////////////////////////////////////////////////////////////////////// shader* shader::create( const char *filename) { sError.clear(); if (glShadingLanguageSupport && glAsmProgramSupport) { //create an AshliFX for this file and attempt to read it //after parsing, the type can be checked to determine which type of shader node to create IAshliFX *fx = new IAshliFX; fx->init(); fx->setFX( filename); try { if (fx->parse()) { if (fx->getBinding() == IAshliFX::GLSL) { glslFXShader *s = new glslFXShader; s->createFromFX( fx); // Commented out as this causes a access violation. //delete fx; return s; } if (fx->getBinding() == IAshliFX::DXSL) { hlslFXShader *s = new hlslFXShader; s->createFromFX( fx); // Commented out as this causes a access violation. //delete fx; return s; } } else { sError = fx->getError(); } } catch(...) { printf("Unexpected Error!!\n"); } delete fx; } //how should we treat an error? there is no convenient way to report an error message return NULL; }