Added osg::ShaderBinary::readShaderBinaryFile(..) static method
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@ -58,6 +58,10 @@ class OSG_EXPORT ShaderBinary : public osg::Object
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/** Get a const ptr to the shader binary data.*/
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/** Get a const ptr to the shader binary data.*/
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const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
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const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
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/** Read shader binary from file.
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* Return the resulting Shader or 0 if no valid shader binary could be read.*/
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static ShaderBinary* readShaderBinaryFile(const std::string& fileName);
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protected:
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protected:
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typedef std::vector<unsigned char> Data;
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typedef std::vector<unsigned char> Data;
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@ -132,7 +136,7 @@ class OSG_EXPORT Shader : public osg::Object
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/** Read shader source from file and then constructor shader of specified type.
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/** Read shader source from file and then constructor shader of specified type.
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* Return the resulting Shader or 0 if no valid shader source code be read.*/
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* Return the resulting Shader or 0 if no valid shader source could be read.*/
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static Shader* readShaderFile( Type type, const std::string& fileName );
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static Shader* readShaderFile( Type type, const std::string& fileName );
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/** Load the Shader's source code text from a file. */
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/** Load the Shader's source code text from a file. */
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@ -63,6 +63,25 @@ void ShaderBinary::assign(unsigned int size, const unsigned char* data)
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}
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}
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}
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}
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ShaderBinary* ShaderBinary::readShaderBinaryFile(const std::string& fileName)
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{
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std::ifstream fin;
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fin.open(fileName.c_str(), std::ios::binary);
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if (!fin) return 0;
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fin.seekg(0, std::ios::end);
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int length = fin.tellg();
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if (length==0) return 0;
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osg::ref_ptr<ShaderBinary> shaderBinary = new osg::ShaderBinary;
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shaderBinary->allocate(length);
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fin.seekg(0, std::ios::beg);
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fin.read(reinterpret_cast<char*>(shaderBinary->getData()), length);
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fin.close();
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return shaderBinary.release();
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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// static cache of glShaders flagged for deletion, which will actually
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// static cache of glShaders flagged for deletion, which will actually
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// be deleted in the correct GL context.
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// be deleted in the correct GL context.
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